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Interactive diagrams, charts, and graphs, such as trees, flowcharts, orgcharts, UML, BPMN, or business diagrams

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/* * Copyright (C) 1998-2020 by Northwoods Software Corporation. All Rights Reserved. */ /* * This is an extension and not part of the main GoJS library. * Note that the API for this class may change with any version, even point releases. * If you intend to use an extension in production, you should copy the code to your own source directory. * Extensions can be found in the GoJS kit under the extensions or extensionsTS folders. * See the Extensions intro page (https://gojs.net/latest/intro/extensions.html) for more information. */ import * as go from '../release/go.js'; /** * Given a root {@link Node}, this arranges connected nodes in concentric rings, * layered by the minimum link distance from the root. * * If you want to experiment with this extension, try the <a href="../../extensionsTS/Radial.html">Radial Layout</a> sample. * @category Layout Extension */ export class RadialLayout extends go.Layout { private _root: go.Node | null = null; private _layerThickness: number = 100; // how thick each ring should be private _maxLayers: number = Infinity; /** * Gets or sets the {@link Node} that acts as the root or central node of the radial layout. */ get root(): go.Node | null { return this._root; } set root(value: go.Node | null) { if (this._root !== value) { this._root = value; this.invalidateLayout(); } } /** * Gets or sets the thickness of each ring representing a layer. * * The default value is 100. */ get layerThickness(): number { return this._layerThickness; } set layerThickness(value: number) { if (this._layerThickness !== value) { this._layerThickness = value; this.invalidateLayout(); } } /** * Gets or sets the maximum number of layers to be shown, in addition to the root node at layer zero. * * The default value is Infinity. */ get maxLayers(): number { return this._maxLayers; } set maxLayers(value: number) { if (this._maxLayers !== value) { this._maxLayers = value; this.invalidateLayout(); } } /** * Copies properties to a cloned Layout. */ public cloneProtected(copy: this): void { super.cloneProtected(copy); // don't copy .root copy._layerThickness = this._layerThickness; copy._maxLayers = this._maxLayers; } /** * Use a LayoutNetwork that always creates RadialVertexes. */ public createNetwork(): go.LayoutNetwork { const net = new go.LayoutNetwork(this); net.createVertex = () => new RadialVertex(net); return net; } /** * Find distances between root and vertexes, and then lay out radially. * @param {Diagram|Group|Iterable.<Part>} coll A {@link Diagram} or a {@link Group} or a collection of {@link Part}s. */ public doLayout(coll: go.Diagram | go.Group | go.Iterable<go.Part>): void { if (this.network === null) { this.network = this.makeNetwork(coll); } if (this.network.vertexes.count === 0) return; if (this.root === null) { // If no root supplied, choose one without any incoming edges const rit = this.network.vertexes.iterator; while (rit.next()) { const v = rit.value; if (v.node !== null && v.sourceEdges.count === 0) { this.root = v.node; break; } } } if (this.root === null && this.network !== null) { // If could not find any default root, choose a random one const first = this.network.vertexes.first(); this.root = first === null ? null : first.node; } if (this.root === null) return; // nothing to do const rootvert = this.network.findVertex(this.root) as RadialVertex; if (rootvert === null) throw new Error('RadialLayout.root must be a Node in the LayoutNetwork that the RadialLayout is operating on'); this.arrangementOrigin = this.initialOrigin(this.arrangementOrigin); this.findDistances(rootvert); // sort all results into Arrays of RadialVertexes with the same distance const verts = []; let maxlayer = 0; const it = this.network.vertexes.iterator; while (it.next()) { const vv = it.value as RadialVertex; vv.laid = false; const layer = vv.distance; if (layer === Infinity) continue; // Infinity used as init value (set in findDistances()) if (layer > maxlayer) maxlayer = layer; let layerverts: Array<go.LayoutVertex> = verts[layer]; if (layerverts === undefined) { layerverts = []; verts[layer] = layerverts; } layerverts.push(vv); } // now recursively position nodes (using radlay1()), starting with the root rootvert.centerX = this.arrangementOrigin.x; rootvert.centerY = this.arrangementOrigin.y; this.radlay1(rootvert, 1, 0, 360); // Update the "physical" positions of the nodes and links. this.updateParts(); this.network = null; } /** * Recursively position vertexes in a radial layout */ private radlay1(vert: RadialVertex, layer: number, angle: number, sweep: number): void { if (layer > this.maxLayers) return; // no need to position nodes outside of maxLayers const verts: Array<RadialVertex> = []; // array of all RadialVertexes connected to 'vert' in layer 'layer' const vit = vert.vertexes.iterator; while (vit.next()) { const v = vit.value as RadialVertex; if (v.laid) continue; if (v.distance === layer) verts.push(v); } // vert.vertexes.each((v: go.LayoutVertex) => { // if (!(v instanceof RadialVertex)) return; // typeguard // if (v.laid) return; // if (v.distance === layer) verts.push(v); // }); const found = verts.length; if (found === 0) return; const radius = layer * this.layerThickness; const separator = sweep / found; // distance between nodes in their sweep portion const start = angle - sweep / 2 + separator / 2; // for each vertex in this layer, place it in its correct layer and position for (let i = 0; i < found; i++) { const v = verts[i]; let a = start + i * separator; // the angle to rotate the node to if (a < 0) a += 360; else if (a > 360) a -= 360; // the point to place the node at -- this corresponds with the layer the node is in // all nodes in the same layer are placed at a constant point, then rotated accordingly const p = new go.Point(radius, 0); p.rotate(a); v.centerX = p.x + this.arrangementOrigin.x; v.centerY = p.y + this.arrangementOrigin.y; v.laid = true; v.angle = a; v.sweep = separator; v.radius = radius; // keep going for all layers this.radlay1(v, layer + 1, a, sweep / found); } } /** * Update RadialVertex.distance for every vertex. */ private findDistances(source: RadialVertex): void { if (this.network === null) return; // keep track of distances from the source node const vit = this.network.vertexes.iterator; while (vit.next()) { const v = vit.value as RadialVertex; v.distance = Infinity; } // this.network.vertexes.each((v: go.LayoutVertex) => { // if (!(v instanceof RadialVertex)) return; // typeguard // v.distance = Infinity; // }); // the source node starts with distance 0 source.distance = 0; // keep track of nodes for we have set a non-Infinity distance, // but which we have not yet finished examining const seen = new go.Set<RadialVertex>(); seen.add(source); // local function for finding a vertex with the smallest distance in a given collection function leastVertex(coll: go.Set<RadialVertex>): RadialVertex | null { let bestdist = Infinity; let bestvert = null; const it = coll.iterator; while (it.next()) { const v = it.value; const dist = v.distance; if (dist < bestdist) { bestdist = dist; bestvert = v; } } return bestvert; } // keep track of vertexes we have finished examining; // this avoids unnecessary traversals and helps keep the SEEN collection small const finished = new go.Set<RadialVertex>(); while (seen.count > 0) { // look at the unfinished vertex with the shortest distance so far const least = leastVertex(seen); if (least === null) return; const leastdist = least.distance; // by the end of this loop we will have finished examining this LEAST vertex seen.remove(least); finished.add(least); // look at all edges connected with this vertex least.edges.each(function(e) { if (least === null) return; const neighbor = e.getOtherVertex(least); // skip vertexes that we have finished if (finished.contains(neighbor as any)) return; const neighbordist = (neighbor as any).distance; // assume "distance" along a link is unitary, but could be any non-negative number. const dist = leastdist + 1; if (dist < neighbordist) { // if haven't seen that vertex before, add it to the SEEN collection if (neighbordist === Infinity) { seen.add(neighbor as any); } // record the new best distance so far to that node (neighbor as any).distance = dist; } }); } } /** * This override positions each Node and also calls {@link #rotateNode}. */ public commitLayout(): void { super.commitLayout(); if (this.network !== null) { const it = this.network.vertexes.iterator; while (it.next()) { const v = it.value as RadialVertex; const n = v.node; if (n !== null) { n.visible = (v.distance <= this.maxLayers); this.rotateNode(n, v.angle, v.sweep, v.radius); } } } this.commitLayers(); } /** * Override this method in order to modify each node as it is laid out. * By default this method does nothing. * @expose */ public rotateNode(node: go.Node, angle: number, sweep: number, radius: number): void { } /** * Override this method in order to create background circles indicating the layers of the radial layout. * By default this method does nothing. * @expose */ public commitLayers(): void { } } // end RadialLayout /** * RadialVertex, a LayoutVertex that holds additional info */ class RadialVertex extends go.LayoutVertex { constructor(network: go.LayoutNetwork) { super(network); } public distance: number = Infinity; // number of layers from the root, non-negative integers public laid: boolean = false; // used internally to keep track public angle: number = 0; // the direction at which the node is placed relative to the root node public sweep: number = 0; // the angle subtended by the vertex public radius: number = 0; // the inner radius of the layer containing this vertex }