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sigma

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A JavaScript library dedicated to graph drawing.

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(function webpackUniversalModuleDefinition(root, factory) { if(typeof exports === 'object' && typeof module === 'object') module.exports = factory(); else if(typeof define === 'function' && define.amd) define([], factory); else if(typeof exports === 'object') exports["Sigma"] = factory(); else root["Sigma"] = factory(); })(self, function() { return /******/ (() => { // webpackBootstrap /******/ var __webpack_modules__ = ([ /* 0 */ /***/ (function(__unused_webpack_module, exports, __webpack_require__) { "use strict"; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", ({ value: true })); exports.Sigma = exports.MouseCaptor = exports.QuadTree = exports.Camera = void 0; /** * Sigma.js Library Endpoint * ========================== * * The library endpoint. * @module */ var camera_1 = __importDefault(__webpack_require__(1)); exports.Camera = camera_1.default; var quadtree_1 = __importDefault(__webpack_require__(8)); exports.QuadTree = quadtree_1.default; var mouse_1 = __importDefault(__webpack_require__(10)); exports.MouseCaptor = mouse_1.default; var sigma_1 = __importDefault(__webpack_require__(12)); exports.Sigma = sigma_1.default; /***/ }), /* 1 */ /***/ (function(__unused_webpack_module, exports, __webpack_require__) { "use strict"; var __extends = (this && this.__extends) || (function () { var extendStatics = function (d, b) { extendStatics = Object.setPrototypeOf || ({ __proto__: [] } instanceof Array && function (d, b) { d.__proto__ = b; }) || function (d, b) { for (var p in b) if (Object.prototype.hasOwnProperty.call(b, p)) d[p] = b[p]; }; return extendStatics(d, b); }; return function (d, b) { if (typeof b !== "function" && b !== null) throw new TypeError("Class extends value " + String(b) + " is not a constructor or null"); extendStatics(d, b); function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; })(); var __assign = (this && this.__assign) || function () { __assign = Object.assign || function(t) { for (var s, i = 1, n = arguments.length; i < n; i++) { s = arguments[i]; for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; } return t; }; return __assign.apply(this, arguments); }; var __read = (this && this.__read) || function (o, n) { var m = typeof Symbol === "function" && o[Symbol.iterator]; if (!m) return o; var i = m.call(o), r, ar = [], e; try { while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value); } catch (error) { e = { error: error }; } finally { try { if (r && !r.done && (m = i["return"])) m.call(i); } finally { if (e) throw e.error; } } return ar; }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", ({ value: true })); /** * Sigma.js Camera Class * ====================== * * Class designed to store camera information & used to update it. * @module */ var events_1 = __webpack_require__(2); var animate_1 = __webpack_require__(3); var easings_1 = __importDefault(__webpack_require__(7)); var utils_1 = __webpack_require__(4); /** * Defaults. */ var DEFAULT_ZOOMING_RATIO = 1.5; // TODO: animate options = number polymorphism? // TODO: pan, zoom, unzoom, reset, rotate, zoomTo // TODO: add width / height to camera and add #.resize // TODO: bind camera to renderer rather than sigma // TODO: add #.graphToDisplay, #.displayToGraph, batch methods later /** * Camera class * * @constructor */ var Camera = /** @class */ (function (_super) { __extends(Camera, _super); function Camera() { var _this = _super.call(this) || this; _this.x = 0.5; _this.y = 0.5; _this.angle = 0; _this.ratio = 1; _this.nextFrame = null; _this.enabled = true; // State _this.previousState = _this.getState(); return _this; } /** * Static method used to create a Camera object with a given state. * * @param state * @return {Camera} */ Camera.from = function (state) { var camera = new Camera(); return camera.setState(state); }; /** * Method used to enable the camera. * * @return {Camera} */ Camera.prototype.enable = function () { this.enabled = true; return this; }; /** * Method used to disable the camera. * * @return {Camera} */ Camera.prototype.disable = function () { this.enabled = false; return this; }; /** * Method used to retrieve the camera's current state. * * @return {object} */ Camera.prototype.getState = function () { return { x: this.x, y: this.y, angle: this.angle, ratio: this.ratio, }; }; /** * Method used to retrieve the camera's previous state. * * @return {object} */ Camera.prototype.getPreviousState = function () { var state = this.previousState; return { x: state.x, y: state.y, angle: state.angle, ratio: state.ratio, }; }; /** * Method used to check whether the camera is currently being animated. * * @return {boolean} */ Camera.prototype.isAnimated = function () { return !!this.nextFrame; }; /** * Method returning the coordinates of a point from the framed graph system to the * viewport system. * * @param {object} dimensions - Dimensions of the viewport. * @param {object} coordinates - Coordinates of the point. * @return {object} - The point coordinates in the viewport. */ Camera.prototype.framedGraphToViewport = function (dimensions, coordinates) { var smallestDimension = Math.min(dimensions.width, dimensions.height); var dx = smallestDimension / dimensions.width; var dy = smallestDimension / dimensions.height; var ratio = this.ratio / smallestDimension; // Align with center of the graph: var x1 = (coordinates.x - this.x) / ratio; var y1 = (this.y - coordinates.y) / ratio; // Rotate: var x2 = x1 * Math.cos(this.angle) - y1 * Math.sin(this.angle); var y2 = y1 * Math.cos(this.angle) + x1 * Math.sin(this.angle); return { // Translate to center of screen x: x2 + smallestDimension / 2 / dx, y: y2 + smallestDimension / 2 / dy, }; }; /** * Method returning the coordinates of a point from the viewport system to the * framed graph system. * * @param {object} dimensions - Dimensions of the viewport. * @param {object} coordinates - Coordinates of the point. * @return {object} - The point coordinates in the graph frame. */ Camera.prototype.viewportToFramedGraph = function (dimensions, coordinates) { var _a; var smallestDimension = Math.min(dimensions.width, dimensions.height); var dx = smallestDimension / dimensions.width; var dy = smallestDimension / dimensions.height; var ratio = this.ratio / smallestDimension; // Align with center of the graph: var x = coordinates.x - smallestDimension / 2 / dx; var y = coordinates.y - smallestDimension / 2 / dy; // Rotate: _a = __read([ x * Math.cos(-this.angle) - y * Math.sin(-this.angle), y * Math.cos(-this.angle) + x * Math.sin(-this.angle), ], 2), x = _a[0], y = _a[1]; return { x: x * ratio + this.x, y: -y * ratio + this.y, }; }; /** * Method returning the abstract rectangle containing the graph according * to the camera's state. * * @return {object} - The view's rectangle. */ Camera.prototype.viewRectangle = function (dimensions) { // TODO: reduce relative margin? var marginX = (0 * dimensions.width) / 8, marginY = (0 * dimensions.height) / 8; var p1 = this.viewportToFramedGraph(dimensions, { x: 0 - marginX, y: 0 - marginY }), p2 = this.viewportToFramedGraph(dimensions, { x: dimensions.width + marginX, y: 0 - marginY }), h = this.viewportToFramedGraph(dimensions, { x: 0, y: dimensions.height + marginY }); return { x1: p1.x, y1: p1.y, x2: p2.x, y2: p2.y, height: p2.y - h.y, }; }; /** * Method used to set the camera's state. * * @param {object} state - New state. * @return {Camera} */ Camera.prototype.setState = function (state) { if (!this.enabled) return this; // TODO: validations // TODO: update by function // Keeping track of last state this.previousState = this.getState(); if (state.x) this.x = state.x; if (state.y) this.y = state.y; if (state.angle) this.angle = state.angle; if (state.ratio) this.ratio = state.ratio; // Emitting // TODO: don't emit if nothing changed? this.emit("updated", this.getState()); return this; }; /** * Method used to (un)zoom, while preserving the position of a viewport point. * Used for instance to * * @param viewportTarget * @param dimensions * @param ratio * @return {CameraState} */ Camera.prototype.getViewportZoomedState = function (viewportTarget, dimensions, ratio) { // TODO: handle max zoom var ratioDiff = ratio / this.ratio; var center = { x: dimensions.width / 2, y: dimensions.height / 2, }; var graphMousePosition = this.viewportToFramedGraph(dimensions, viewportTarget); var graphCenterPosition = this.viewportToFramedGraph(dimensions, center); return __assign(__assign({}, this.getState()), { x: (graphMousePosition.x - graphCenterPosition.x) * (1 - ratioDiff) + this.x, y: (graphMousePosition.y - graphCenterPosition.y) * (1 - ratioDiff) + this.y, ratio: ratio }); }; /** * Method used to animate the camera. * * @param {object} state - State to reach eventually. * @param {object} opts - Options: * @param {number} duration - Duration of the animation. * @param {string | number => number} easing - Easing function or name of an existing one * @param {function} callback - Callback */ Camera.prototype.animate = function (state, opts, callback) { var _this = this; if (!this.enabled) return; var options = Object.assign({}, animate_1.ANIMATE_DEFAULTS, opts); var easing = typeof options.easing === "function" ? options.easing : easings_1.default[options.easing]; // State var start = Date.now(), initialState = this.getState(); // Function performing the animation var fn = function () { var t = (Date.now() - start) / options.duration; // The animation is over: if (t >= 1) { _this.nextFrame = null; _this.setState(state); if (_this.animationCallback) { _this.animationCallback.call(null); _this.animationCallback = undefined; } return; } var coefficient = easing(t); var newState = {}; if (state.x) newState.x = initialState.x + (state.x - initialState.x) * coefficient; if (state.y) newState.y = initialState.y + (state.y - initialState.y) * coefficient; if (state.angle) newState.angle = initialState.angle + (state.angle - initialState.angle) * coefficient; if (state.ratio) newState.ratio = initialState.ratio + (state.ratio - initialState.ratio) * coefficient; _this.setState(newState); _this.nextFrame = utils_1.requestFrame(fn); }; if (this.nextFrame) { utils_1.cancelFrame(this.nextFrame); if (this.animationCallback) this.animationCallback.call(null); this.nextFrame = utils_1.requestFrame(fn); } else { fn(); } this.animationCallback = callback; }; /** * Method used to zoom the camera. * * @param {number|object} factorOrOptions - Factor or options. * @return {function} */ Camera.prototype.animatedZoom = function (factorOrOptions) { if (!factorOrOptions) { this.animate({ ratio: this.ratio / DEFAULT_ZOOMING_RATIO }); } else { if (typeof factorOrOptions === "number") return this.animate({ ratio: this.ratio / factorOrOptions }); else this.animate({ ratio: this.ratio / (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO), }, factorOrOptions); } }; /** * Method used to unzoom the camera. * * @param {number|object} factorOrOptions - Factor or options. */ Camera.prototype.animatedUnzoom = function (factorOrOptions) { if (!factorOrOptions) { this.animate({ ratio: this.ratio * DEFAULT_ZOOMING_RATIO }); } else { if (typeof factorOrOptions === "number") return this.animate({ ratio: this.ratio * factorOrOptions }); else this.animate({ ratio: this.ratio * (factorOrOptions.factor || DEFAULT_ZOOMING_RATIO), }, factorOrOptions); } }; /** * Method used to reset the camera. * * @param {object} options - Options. */ Camera.prototype.animatedReset = function (options) { this.animate({ x: 0.5, y: 0.5, ratio: 1, angle: 0, }, options); }; /** * Returns a new Camera instance, with the same state as the current camera. * * @return {Camera} */ Camera.prototype.copy = function () { return Camera.from(this.getState()); }; return Camera; }(events_1.EventEmitter)); exports.default = Camera; /***/ }), /* 2 */ /***/ ((module) => { "use strict"; // Copyright Joyent, Inc. and other Node contributors. // // Permission is hereby granted, free of charge, to any person obtaining a // copy of this software and associated documentation files (the // "Software"), to deal in the Software without restriction, including // without limitation the rights to use, copy, modify, merge, publish, // distribute, sublicense, and/or sell copies of the Software, and to permit // persons to whom the Software is furnished to do so, subject to the // following conditions: // // The above copyright notice and this permission notice shall be included // in all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF // MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN // NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, // DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR // OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE // USE OR OTHER DEALINGS IN THE SOFTWARE. var R = typeof Reflect === 'object' ? Reflect : null var ReflectApply = R && typeof R.apply === 'function' ? R.apply : function ReflectApply(target, receiver, args) { return Function.prototype.apply.call(target, receiver, args); } var ReflectOwnKeys if (R && typeof R.ownKeys === 'function') { ReflectOwnKeys = R.ownKeys } else if (Object.getOwnPropertySymbols) { ReflectOwnKeys = function ReflectOwnKeys(target) { return Object.getOwnPropertyNames(target) .concat(Object.getOwnPropertySymbols(target)); }; } else { ReflectOwnKeys = function ReflectOwnKeys(target) { return Object.getOwnPropertyNames(target); }; } function ProcessEmitWarning(warning) { if (console && console.warn) console.warn(warning); } var NumberIsNaN = Number.isNaN || function NumberIsNaN(value) { return value !== value; } function EventEmitter() { EventEmitter.init.call(this); } module.exports = EventEmitter; module.exports.once = once; // Backwards-compat with node 0.10.x EventEmitter.EventEmitter = EventEmitter; EventEmitter.prototype._events = undefined; EventEmitter.prototype._eventsCount = 0; EventEmitter.prototype._maxListeners = undefined; // By default EventEmitters will print a warning if more than 10 listeners are // added to it. This is a useful default which helps finding memory leaks. var defaultMaxListeners = 10; function checkListener(listener) { if (typeof listener !== 'function') { throw new TypeError('The "listener" argument must be of type Function. Received type ' + typeof listener); } } Object.defineProperty(EventEmitter, 'defaultMaxListeners', { enumerable: true, get: function() { return defaultMaxListeners; }, set: function(arg) { if (typeof arg !== 'number' || arg < 0 || NumberIsNaN(arg)) { throw new RangeError('The value of "defaultMaxListeners" is out of range. It must be a non-negative number. Received ' + arg + '.'); } defaultMaxListeners = arg; } }); EventEmitter.init = function() { if (this._events === undefined || this._events === Object.getPrototypeOf(this)._events) { this._events = Object.create(null); this._eventsCount = 0; } this._maxListeners = this._maxListeners || undefined; }; // Obviously not all Emitters should be limited to 10. This function allows // that to be increased. Set to zero for unlimited. EventEmitter.prototype.setMaxListeners = function setMaxListeners(n) { if (typeof n !== 'number' || n < 0 || NumberIsNaN(n)) { throw new RangeError('The value of "n" is out of range. It must be a non-negative number. Received ' + n + '.'); } this._maxListeners = n; return this; }; function _getMaxListeners(that) { if (that._maxListeners === undefined) return EventEmitter.defaultMaxListeners; return that._maxListeners; } EventEmitter.prototype.getMaxListeners = function getMaxListeners() { return _getMaxListeners(this); }; EventEmitter.prototype.emit = function emit(type) { var args = []; for (var i = 1; i < arguments.length; i++) args.push(arguments[i]); var doError = (type === 'error'); var events = this._events; if (events !== undefined) doError = (doError && events.error === undefined); else if (!doError) return false; // If there is no 'error' event listener then throw. if (doError) { var er; if (args.length > 0) er = args[0]; if (er instanceof Error) { // Note: The comments on the `throw` lines are intentional, they show // up in Node's output if this results in an unhandled exception. throw er; // Unhandled 'error' event } // At least give some kind of context to the user var err = new Error('Unhandled error.' + (er ? ' (' + er.message + ')' : '')); err.context = er; throw err; // Unhandled 'error' event } var handler = events[type]; if (handler === undefined) return false; if (typeof handler === 'function') { ReflectApply(handler, this, args); } else { var len = handler.length; var listeners = arrayClone(handler, len); for (var i = 0; i < len; ++i) ReflectApply(listeners[i], this, args); } return true; }; function _addListener(target, type, listener, prepend) { var m; var events; var existing; checkListener(listener); events = target._events; if (events === undefined) { events = target._events = Object.create(null); target._eventsCount = 0; } else { // To avoid recursion in the case that type === "newListener"! Before // adding it to the listeners, first emit "newListener". if (events.newListener !== undefined) { target.emit('newListener', type, listener.listener ? listener.listener : listener); // Re-assign `events` because a newListener handler could have caused the // this._events to be assigned to a new object events = target._events; } existing = events[type]; } if (existing === undefined) { // Optimize the case of one listener. Don't need the extra array object. existing = events[type] = listener; ++target._eventsCount; } else { if (typeof existing === 'function') { // Adding the second element, need to change to array. existing = events[type] = prepend ? [listener, existing] : [existing, listener]; // If we've already got an array, just append. } else if (prepend) { existing.unshift(listener); } else { existing.push(listener); } // Check for listener leak m = _getMaxListeners(target); if (m > 0 && existing.length > m && !existing.warned) { existing.warned = true; // No error code for this since it is a Warning // eslint-disable-next-line no-restricted-syntax var w = new Error('Possible EventEmitter memory leak detected. ' + existing.length + ' ' + String(type) + ' listeners ' + 'added. Use emitter.setMaxListeners() to ' + 'increase limit'); w.name = 'MaxListenersExceededWarning'; w.emitter = target; w.type = type; w.count = existing.length; ProcessEmitWarning(w); } } return target; } EventEmitter.prototype.addListener = function addListener(type, listener) { return _addListener(this, type, listener, false); }; EventEmitter.prototype.on = EventEmitter.prototype.addListener; EventEmitter.prototype.prependListener = function prependListener(type, listener) { return _addListener(this, type, listener, true); }; function onceWrapper() { if (!this.fired) { this.target.removeListener(this.type, this.wrapFn); this.fired = true; if (arguments.length === 0) return this.listener.call(this.target); return this.listener.apply(this.target, arguments); } } function _onceWrap(target, type, listener) { var state = { fired: false, wrapFn: undefined, target: target, type: type, listener: listener }; var wrapped = onceWrapper.bind(state); wrapped.listener = listener; state.wrapFn = wrapped; return wrapped; } EventEmitter.prototype.once = function once(type, listener) { checkListener(listener); this.on(type, _onceWrap(this, type, listener)); return this; }; EventEmitter.prototype.prependOnceListener = function prependOnceListener(type, listener) { checkListener(listener); this.prependListener(type, _onceWrap(this, type, listener)); return this; }; // Emits a 'removeListener' event if and only if the listener was removed. EventEmitter.prototype.removeListener = function removeListener(type, listener) { var list, events, position, i, originalListener; checkListener(listener); events = this._events; if (events === undefined) return this; list = events[type]; if (list === undefined) return this; if (list === listener || list.listener === listener) { if (--this._eventsCount === 0) this._events = Object.create(null); else { delete events[type]; if (events.removeListener) this.emit('removeListener', type, list.listener || listener); } } else if (typeof list !== 'function') { position = -1; for (i = list.length - 1; i >= 0; i--) { if (list[i] === listener || list[i].listener === listener) { originalListener = list[i].listener; position = i; break; } } if (position < 0) return this; if (position === 0) list.shift(); else { spliceOne(list, position); } if (list.length === 1) events[type] = list[0]; if (events.removeListener !== undefined) this.emit('removeListener', type, originalListener || listener); } return this; }; EventEmitter.prototype.off = EventEmitter.prototype.removeListener; EventEmitter.prototype.removeAllListeners = function removeAllListeners(type) { var listeners, events, i; events = this._events; if (events === undefined) return this; // not listening for removeListener, no need to emit if (events.removeListener === undefined) { if (arguments.length === 0) { this._events = Object.create(null); this._eventsCount = 0; } else if (events[type] !== undefined) { if (--this._eventsCount === 0) this._events = Object.create(null); else delete events[type]; } return this; } // emit removeListener for all listeners on all events if (arguments.length === 0) { var keys = Object.keys(events); var key; for (i = 0; i < keys.length; ++i) { key = keys[i]; if (key === 'removeListener') continue; this.removeAllListeners(key); } this.removeAllListeners('removeListener'); this._events = Object.create(null); this._eventsCount = 0; return this; } listeners = events[type]; if (typeof listeners === 'function') { this.removeListener(type, listeners); } else if (listeners !== undefined) { // LIFO order for (i = listeners.length - 1; i >= 0; i--) { this.removeListener(type, listeners[i]); } } return this; }; function _listeners(target, type, unwrap) { var events = target._events; if (events === undefined) return []; var evlistener = events[type]; if (evlistener === undefined) return []; if (typeof evlistener === 'function') return unwrap ? [evlistener.listener || evlistener] : [evlistener]; return unwrap ? unwrapListeners(evlistener) : arrayClone(evlistener, evlistener.length); } EventEmitter.prototype.listeners = function listeners(type) { return _listeners(this, type, true); }; EventEmitter.prototype.rawListeners = function rawListeners(type) { return _listeners(this, type, false); }; EventEmitter.listenerCount = function(emitter, type) { if (typeof emitter.listenerCount === 'function') { return emitter.listenerCount(type); } else { return listenerCount.call(emitter, type); } }; EventEmitter.prototype.listenerCount = listenerCount; function listenerCount(type) { var events = this._events; if (events !== undefined) { var evlistener = events[type]; if (typeof evlistener === 'function') { return 1; } else if (evlistener !== undefined) { return evlistener.length; } } return 0; } EventEmitter.prototype.eventNames = function eventNames() { return this._eventsCount > 0 ? ReflectOwnKeys(this._events) : []; }; function arrayClone(arr, n) { var copy = new Array(n); for (var i = 0; i < n; ++i) copy[i] = arr[i]; return copy; } function spliceOne(list, index) { for (; index + 1 < list.length; index++) list[index] = list[index + 1]; list.pop(); } function unwrapListeners(arr) { var ret = new Array(arr.length); for (var i = 0; i < ret.length; ++i) { ret[i] = arr[i].listener || arr[i]; } return ret; } function once(emitter, name) { return new Promise(function (resolve, reject) { function errorListener(err) { emitter.removeListener(name, resolver); reject(err); } function resolver() { if (typeof emitter.removeListener === 'function') { emitter.removeListener('error', errorListener); } resolve([].slice.call(arguments)); }; eventTargetAgnosticAddListener(emitter, name, resolver, { once: true }); if (name !== 'error') { addErrorHandlerIfEventEmitter(emitter, errorListener, { once: true }); } }); } function addErrorHandlerIfEventEmitter(emitter, handler, flags) { if (typeof emitter.on === 'function') { eventTargetAgnosticAddListener(emitter, 'error', handler, flags); } } function eventTargetAgnosticAddListener(emitter, name, listener, flags) { if (typeof emitter.on === 'function') { if (flags.once) { emitter.once(name, listener); } else { emitter.on(name, listener); } } else if (typeof emitter.addEventListener === 'function') { // EventTarget does not have `error` event semantics like Node // EventEmitters, we do not listen for `error` events here. emitter.addEventListener(name, function wrapListener(arg) { // IE does not have builtin `{ once: true }` support so we // have to do it manually. if (flags.once) { emitter.removeEventListener(name, wrapListener); } listener(arg); }); } else { throw new TypeError('The "emitter" argument must be of type EventEmitter. Received type ' + typeof emitter); } } /***/ }), /* 3 */ /***/ (function(__unused_webpack_module, exports, __webpack_require__) { "use strict"; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", ({ value: true })); exports.animateNodes = exports.ANIMATE_DEFAULTS = void 0; var index_1 = __webpack_require__(4); var easings_1 = __importDefault(__webpack_require__(7)); exports.ANIMATE_DEFAULTS = { easing: "quadraticInOut", duration: 150, }; /** * Function used to animate the nodes. */ function animateNodes(graph, targets, opts, callback) { var options = Object.assign({}, exports.ANIMATE_DEFAULTS, opts); var easing = typeof options.easing === "function" ? options.easing : easings_1.default[options.easing]; var start = Date.now(); var startPositions = {}; for (var node in targets) { var attrs = targets[node]; startPositions[node] = {}; for (var k in attrs) startPositions[node][k] = graph.getNodeAttribute(node, k); } var frame = null; var step = function () { var p = (Date.now() - start) / options.duration; if (p >= 1) { // Animation is done for (var node in targets) { var attrs = targets[node]; for (var k in attrs) graph.setNodeAttribute(node, k, attrs[k]); } if (typeof callback === "function") callback(); return; } p = easing(p); for (var node in targets) { var attrs = targets[node]; var s = startPositions[node]; for (var k in attrs) graph.setNodeAttribute(node, k, attrs[k] * p + s[k] * (1 - p)); } frame = index_1.requestFrame(step); }; step(); return function () { if (frame) index_1.cancelFrame(frame); }; } exports.animateNodes = animateNodes; /***/ }), /* 4 */ /***/ (function(__unused_webpack_module, exports, __webpack_require__) { "use strict"; var __read = (this && this.__read) || function (o, n) { var m = typeof Symbol === "function" && o[Symbol.iterator]; if (!m) return o; var i = m.call(o), r, ar = [], e; try { while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value); } catch (error) { e = { error: error }; } finally { try { if (r && !r.done && (m = i["return"])) m.call(i); } finally { if (e) throw e.error; } } return ar; }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", ({ value: true })); exports.validateGraph = exports.canUse32BitsIndices = exports.extractPixel = exports.matrixFromCamera = exports.floatColor = exports.zIndexOrdering = exports.createNormalizationFunction = exports.getPixelRatio = exports.createElement = exports.cancelFrame = exports.requestFrame = exports.assignDeep = exports.isPlainObject = void 0; var is_graph_1 = __importDefault(__webpack_require__(5)); var matrices_1 = __webpack_require__(6); /** * Checks whether the given value is a plain object. * * @param {mixed} value - Target value. * @return {boolean} */ // eslint-disable-next-line @typescript-eslint/no-explicit-any, @typescript-eslint/explicit-module-boundary-types function isPlainObject(value) { return typeof value === "object" && value !== null && value.constructor === Object; } exports.isPlainObject = isPlainObject; /** * Very simple recursive Object.assign-like function. * * @param {object} target - First object. * @param {object} [...objects] - Objects to merge. * @return {object} */ function assignDeep(target) { var objects = []; for (var _i = 1; _i < arguments.length; _i++) { objects[_i - 1] = arguments[_i]; } target = target || {}; for (var i = 0, l = objects.length; i < l; i++) { var o = objects[i]; if (!o) continue; for (var k in o) { if (isPlainObject(o[k])) { target[k] = assignDeep(target[k], o[k]); } else { target[k] = o[k]; } } } return target; } exports.assignDeep = assignDeep; /** * Just some dirty trick to make requestAnimationFrame and cancelAnimationFrame "work" in Node.js, for unit tests: */ exports.requestFrame = typeof requestAnimationFrame !== "undefined" ? function (callback) { return requestAnimationFrame(callback); } : function (callback) { return setTimeout(callback, 0); }; exports.cancelFrame = typeof cancelAnimationFrame !== "undefined" ? function (requestID) { return cancelAnimationFrame(requestID); } : function (requestID) { return clearTimeout(requestID); }; /** * Function used to create DOM elements easily. * * @param {string} tag - Tag name of the element to create. * @param {object} style - Styles map. * @param {object} attributes - Attributes map. * @return {HTMLElement} */ function createElement(tag, style, attributes) { var element = document.createElement(tag); if (style) { for (var k in style) { element.style[k] = style[k]; } } if (attributes) { for (var k in attributes) { element.setAttribute(k, attributes[k]); } } return element; } exports.createElement = createElement; /** * Function returning the browser's pixel ratio. * * @return {number} */ function getPixelRatio() { if (typeof window.devicePixelRatio !== "undefined") return window.devicePixelRatio; return 1; } exports.getPixelRatio = getPixelRatio; function createNormalizationFunction(extent) { var _a = __read(extent.x, 2), minX = _a[0], maxX = _a[1], _b = __read(extent.y, 2), minY = _b[0], maxY = _b[1]; var ratio = Math.max(maxX - minX, maxY - minY); if (ratio === 0) ratio = 1; var dX = (maxX + minX) / 2, dY = (maxY + minY) / 2; var fn = function (data) { return { x: 0.5 + (data.x - dX) / ratio, y: 0.5 + (data.y - dY) / ratio, }; }; // TODO: possibility to apply this in batch over array of indices fn.applyTo = function (data) { data.x = 0.5 + (data.x - dX) / ratio; data.y = 0.5 + (data.y - dY) / ratio; }; fn.inverse = function (data) { return { x: dX + ratio * (data.x - 0.5), y: dY + ratio * (data.y - 0.5), }; }; fn.ratio = ratio; return fn; } exports.createNormalizationFunction = createNormalizationFunction; /** * Function ordering the given elements in reverse z-order so they drawn * the correct way. * * @param {number} extent - [min, max] z values. * @param {function} getter - Z attribute getter function. * @param {array} elements - The array to sort. * @return {array} - The sorted array. */ function zIndexOrdering(extent, getter, elements) { // If k is > n, we'll use a standard sort return elements.sort(function (a, b) { var zA = getter(a) || 0, zB = getter(b) || 0; if (zA < zB) return -1; if (zA > zB) return 1; return 0; }); // TODO: counting sort optimization } exports.zIndexOrdering = zIndexOrdering; /** * WebGL utils * =========== */ /** * Memoized function returning a float-encoded color from various string * formats describing colors. */ var FLOAT_COLOR_CACHE = {}; var INT8 = new Int8Array(4); var INT32 = new Int32Array(INT8.buffer, 0, 1); var FLOAT32 = new Float32Array(INT8.buffer, 0, 1); var RGBA_TEST_REGEX = /^\s*rgba?\s*\(/; var RGBA_EXTRACT_REGEX = /^\s*rgba?\s*\(\s*([0-9]*)\s*,\s*([0-9]*)\s*,\s*([0-9]*)(?:\s*,\s*(.*)?)?\)\s*$/; function floatColor(val) { // If the color is already computed, we yield it if (typeof FLOAT_COLOR_CACHE[val] !== "undefined") return FLOAT_COLOR_CACHE[val]; var r = 0, g = 0, b = 0, a = 1; // Handling hexadecimal notation if (val[0] === "#") { if (val.length === 4) { r = parseInt(val.charAt(1) + val.charAt(1), 16); g = parseInt(val.charAt(2) + val.charAt(2), 16); b = parseInt(val.charAt(3) + val.charAt(3), 16); } else { r = parseInt(val.charAt(1) + val.charAt(2), 16); g = parseInt(val.charAt(3) + val.charAt(4), 16); b = parseInt(val.charAt(5) + val.charAt(6), 16); } } // Handling rgb notation else if (RGBA_TEST_REGEX.test(val)) { var match = val.match(RGBA_EXTRACT_REGEX); if (match) { r = +match[1]; g = +match[2]; b = +match[3]; if (match[4]) a = +match[4]; } } a = (a * 255) | 0; INT32[0] = ((a << 24) | (b << 16) | (g << 8) | r) & 0xfeffffff; var color = FLOAT32[0]; FLOAT_COLOR_CACHE[val] = color; return color; } exports.floatColor = floatColor; /** * Function returning a matrix from the current state of the camera. */ // TODO: it's possible to optimize this drastically! function matrixFromCamera(state, dimensions) { var angle = state.angle, ratio = state.ratio, x = state.x, y = state.y; var width = dimensions.width, height = dimensions.height; var matrix = matrices_1.identity(); var smallestDimension = Math.min(width, height); var cameraCentering = matrices_1.translate(matrices_1.identity(), -x, -y), cameraScaling = matrices_1.scale(matrices_1.identity(), 1 / ratio), cameraRotation = matrices_1.rotate(matrices_1.identity(), -angle), viewportScaling = matrices_1.scale(matrices_1.identity(), 2 * (smallestDimension / width), 2 * (smallestDimension / height)); // Logical order is reversed matrices_1.multiply(matrix, viewportScaling); matrices_1.multiply(matrix, cameraRotation); matrices_1.multiply(matrix, cameraScaling); matrices_1.multiply(matrix, cameraCentering); return matrix; } exports.matrixFromCamera = matrixFromCamera; /** * Function extracting the color at the given pixel. */ function extractPixel(gl, x, y, array) { var data = array || new Uint8Array(4); gl.readPixels(x, y, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, data); return data; } exports.extractPixel = extractPixel; /** * Function used to know whether given webgl context can use 32 bits indices. */ function canUse32BitsIndices(gl) { var webgl2 = typeof WebGL2RenderingContext !== "undefined" && gl instanceof WebGL2RenderingContext; return webgl2 || !!gl.getExtension("OES_element_index_uint"); } exports.canUse32BitsIndices = canUse32BitsIndices; /** * Check if the graph variable is a valid graph, and if sigma can render it. */ function validateGraph(graph) { // check if it's a valid graphology instance if (!is_graph_1.default(graph)) throw new Error("Sigma: invalid graph instance."); // check if nodes have x/y attributes graph.forEachNode(function (key, attributes) { if (!Number.isFinite(attributes.x) || !Number.isFinite(attributes.y)) { throw new Error("Sigma: Coordinates of node " + key + " are invalid. A node must have a numeric 'x' and 'y' attribute."); } }); } exports.validateGraph = validateGraph; /***/ }), /* 5 */ /***/ ((module) => { /** * Graphology isGraph * =================== * * Very simple function aiming at ensuring the given variable is a * graphology instance. */ /** * Checking the value is a graphology instance. * * @param {any} value - Target value. * @return {boolean} */ module.exports = function isGraph(value) { return ( value !== null && typeof value === 'object' && typeof value.addUndirectedEdgeWithKey === 'function' && typeof value.dropNode === 'function' && typeof value.multi === 'boolean' ); }; /***/ }), /* 6 */ /***/ ((__unused_webpack_module, exports) => { "use strict"; /** * Sigma.js WebGL Matrices Helpers * ================================ * * Matrices-related helper functions used by sigma's WebGL renderer. * @module */ Object.defineProperty(exports, "__esModule", ({ value: true })); exports.multiply = exports.translate = exports.rotate = exports.scale = exports.identity = void 0; function identity() { return Float32Array.of(1, 0, 0, 0, 1, 0, 0, 0, 1); } exports.identity = identity; // TODO: optimize function scale(m, x, y) { m[0] = x; m[4] = typeof y === "number" ? y : x; return m; } exports.scale = scale; function rotate(m, r) { var s = Math.sin(r), c = Math.cos(r); m[0] = c; m[1] = s; m[3] = -s; m[4] = c; return m; } exports.rotate = rotate; function translate(m, x, y) { m[6] = x; m[7] = y; return m; } exports.translate = translate; function multiply(a, b) { var a00 = a[0], a01 = a[1], a02 = a[2]; var a10 = a[3], a11 = a[4], a12 = a[5]; var a20 = a[6], a21 = a[7], a22 = a[8]; var b00 = b[0], b01 = b[1], b02 = b[2]; var b10 = b[3], b11 = b[4], b12 = b[5]; var b20 = b[6], b21 = b[7], b22 = b[8]; a[0] = b00 * a00 + b01 * a10 + b02 * a20; a[1] = b00 * a01 + b01 * a11 + b02 * a21; a[2] = b00 * a02 + b01 * a12 + b02 * a22; a[3] = b10 * a00 + b11 * a10 + b12 * a20; a[4] = b10 * a01 + b11 * a11 + b12 * a21; a[5] = b10 * a02 + b11 * a12 + b12 * a22; a[6] = b20 * a00 + b21 * a10 + b22 * a20; a[7] = b20 * a01 + b21 * a11 + b22 * a21; a[8] = b20 * a02 + b21 * a12 + b22 * a22; return a; } exports.multiply = multiply; /***/ }), /* 7 */ /***/ ((__unused_webpack_module, exports) => { "use strict"; Object.defineProperty(exports, "__esModule", ({ value: true })); exports.cubicInOut = exports.cubicOut = exports.cubicIn = exports.quadraticInOut = exports.quadraticOut = exports.quadraticIn = exports.linear = void 0; /** * Sigma.js Easings * ================= * * Handy collection of easing functions. * @module */ var linear = function (k) { return k; }; exports.linear = linear; var quadraticIn = function (k) { return k * k; }; exports.quadraticIn = quadraticIn; var quadraticOut = function (k) { return k * (2 - k); }; exports.quadraticOut = quadraticOut; var quadraticInOut = function (k) { if ((k *= 2) < 1) return 0.5 * k * k; return -0.5 * (--k * (k - 2) - 1); }; exports.quadraticInOut = quadraticInOut; var cubicIn = function (k) { return k * k * k; }; exports.cubicIn = cubicIn; var cubicOut = function (k) { return --k * k * k + 1; }; exports.cubicOut = cubicOut; var cubicInOut = function (k) { if ((k *= 2) < 1) return 0.5 * k * k * k; return 0.5 * ((k -= 2) * k * k + 2); }; exports.cubicInOut = cubicInOut; var easings = { linear: exports.linear, quadraticIn: exports.quadraticIn, quadraticOut: exports.quadraticOut, quadraticInOut: exports.quadraticInOut, cubicIn: exports.cubicIn, cubicOut: exports.cubicOut, cubicInOut: exports.cubicInOut, }; exports.default = easings; /***/ }), /* 8 */ /***/ (function(__unused_webpack_module, exports, __webpack_require__) { "use strict"; var __read = (this && this.__read) || function (o, n) { var m = typeof Symbol === "function" && o[Symbol.iterator]; if (!m) return o; var i = m.call(o), r, ar = [], e; try { while ((n === void 0 || n-- > 0) && !(r = i.next()).done) ar.push(r.value); } catch (error) { e = { error: error }; } finally { try { if (r && !r.done && (m = i["return"])) m.call(i); } finally { if (e) throw e.error; } } return ar; }; var __spreadArray = (this && this.__spreadArray) || function (to, from) { for (var i = 0, il = from.length, j = to.length; i < il; i++, j++) to[j] = from[i]; return to; }; var __importDefault = (this && this.__importDefault) || function (mod) { return (mod && mod.__esModule) ? mod : { "default": mod }; }; Object.defineProperty(exports, "__esModule", ({ value: true })); exports.rectangleCollidesWithQuad = exports.squareCollidesWithQuad = exports.getCircumscribedAlignedRectangle = exports.isRectangleAligned = void 0; /** * Sigma.js Quad Tree Class * ========================= * * Class implementing the quad tree data structure used to solve hovers and * determine which elements are currently in the scope of the camera so that * we don't waste time rendering things the user cannot see anyway. * @module */ /* eslint no-nested-ternary: 0 */ /* eslint no-constant-condition: 0 */ var extend_1 = __importDefault(__webpack_require__(9)); // TODO: should not ask the quadtree when the camera has the whole graph in // sight. // TODO: a square can be represented as topleft + width, saying for the quad blocks (reduce mem) // TODO: jsdoc // TODO: be sure we can handle cases overcoming boundaries (because of size) or use a maxed size // TODO: filtering unwanted labels beforehand through the filter function // NOTE: this is basically a MX-CIF Quadtree at this point // NOTE: need to explore R-Trees for edges // NOTE: need to explore 2d segment tree for edges // NOTE: probably can do faster using spatial hashing /** * Constants. * * Note that since we are representing a static 4-ary tree, the indices of the * quadrants are the following: * - TOP_LEFT: 4i + b * - TOP_RIGHT: 4i + 2b * - BOTTOM_LEFT: 4i + 3b * - BOTTOM_RIGHT: 4i + 4b */ var BLOCKS = 4, MAX_LEVEL = 5; var X_OFFSET = 0, Y_OFFSET = 1, WIDTH_OFFSET = 2, HEIGHT_OFFSET = 3; var TOP_LEFT = 1, TOP_RIGHT = 2, BOTTOM_LEFT = 3, BOTTOM_RIGHT = 4; /** * Geometry helpers. */ /** * Function returning whether the given rectangle is axis-aligned. * * @param {Rectangle} rect * @return {boolean} */ function isRectangleAligned(rect) { return rect.x1 === rect.x2 || rect.y1 === rect.y2; } exports.isRectangleAligned = isRectangleAligned; /** * Function returning the smallest rectangle that contains the given rectangle, and that is aligned with the axis. * * @param {Rectangle} rect * @return {Rectangle} */ function getCircumscribedAlignedRectangle(rect) { var width = Math.sqrt(Math.pow(rect.x2 - rect.x1, 2) + Math.pow(rect.y2 - rect.y1, 2)); var heightVector = { x: ((rect.y1 - rect.y2) * rect.height) / width, y: ((rect.x2 - rect.x1) * rect.height) / width, }; // Compute all corners: var tl = { x: rect.x1, y: rect.y1 }; var tr = { x: rect.x2, y: rect.y2 }; var bl = { x: rect.x1 + heightVector.x, y: rect.y1 + heightVector.y, }; var br = { x: rect.x2 + heightVector.x, y: rect.y2 + heightVector.y, }; var xL = Math.min(tl.x, tr.x, bl.x, br.x); var xR = Math.max(tl.x, tr.x, bl.x, br.x); var yT = Math.min(tl.y, tr.y, bl.y, br.y); var yB = Math.max(tl.y, tr.y, bl.y, br.y); return { x1: xL, y1: yT, x2: xR, y2: yT, height: yB - yT, }; } exports.getCircumscribedAlignedRectangle = getCircumscribedAlignedRectangle; /** * * @param x1 * @param y1 * @param w * @param qx * @param qy * @param qw * @param qh */ function squareCollidesWithQuad(x1, y1, w, qx, qy, qw, qh) { return x1 < qx + qw && x1 + w > qx && y1 < qy + qh && y1 + w > qy; } exports.squareCollidesWithQuad = squareCollidesWithQuad; function rectangleCollidesWithQuad(x1, y1, w, h, qx, qy, qw, qh) { return x1 < qx + qw && x1 + w > qx && y1 < qy + qh && y1 + h > qy; } exports.rectangleCollidesWithQuad = rectangleCollidesWithQuad; function pointIsInQuad(x, y, qx, qy, qw, qh) { var xmp = qx + qw / 2, ymp = qy + qh / 2, top = y < ymp, left = x < xmp; return top ? (left ? TOP_LEFT : TOP_RIGHT) : left ? BOTTOM_LEFT : BOTTOM_RIGHT; } /** * Helper functions that are not bound to the class so an external user * cannot mess with them. */ function buildQuadrants(maxLevel, data) { // [block, level] var stack = [0, 0]; while (stack.length) { var level = stack.pop(), block = stack.pop(); var topLeftBlock = 4 * block + BLOCKS, topRightBlock = 4 * block + 2 * BLOC