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sigma

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A JavaScript library dedicated to graph drawing.

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/** * Sigma.js Camera Class * ====================== * * Class designed to store camera information & used to update it. * @module */ import { EventEmitter } from "events"; import { ANIMATE_DEFAULTS, AnimateOptions } from "../utils/animate"; import easings from "../utils/easings"; import { cancelFrame, requestFrame } from "../utils"; import { CameraState, Coordinates, Dimensions } from "../types"; /** * Defaults. */ const 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 */ export default class Camera extends EventEmitter implements CameraState { x = 0.5; y = 0.5; angle = 0; ratio = 1; nextFrame: number | null = null; previousState: CameraState; enabled = true; animationCallback?: () => void; constructor() { super(); // State this.previousState = this.getState(); } /** * Static method used to create a Camera object with a given state. * * @param state * @return {Camera} */ static from(state: CameraState): Camera { const camera = new Camera(); return camera.setState(state); } /** * Method used to enable the camera. * * @return {Camera} */ enable(): this { this.enabled = true; return this; } /** * Method used to disable the camera. * * @return {Camera} */ disable(): this { this.enabled = false; return this; } /** * Method used to retrieve the camera's current state. * * @return {object} */ getState(): CameraState { return { x: this.x, y: this.y, angle: this.angle, ratio: this.ratio, }; } /** * Method used to retrieve the camera's previous state. * * @return {object} */ getPreviousState(): CameraState { const 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} */ isAnimated(): boolean { 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. */ framedGraphToViewport(dimensions: Dimensions, coordinates: Coordinates): Coordinates { const smallestDimension = Math.min(dimensions.width, dimensions.height); const dx = smallestDimension / dimensions.width; const dy = smallestDimension / dimensions.height; const ratio = this.ratio / smallestDimension; // Align with center of the graph: const x1 = (coordinates.x - this.x) / ratio; const y1 = (this.y - coordinates.y) / ratio; // Rotate: const x2 = x1 * Math.cos(this.angle) - y1 * Math.sin(this.angle); const 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. */ viewportToFramedGraph(dimensions: Dimensions, coordinates: Coordinates): Coordinates { const smallestDimension = Math.min(dimensions.width, dimensions.height); const dx = smallestDimension / dimensions.width; const dy = smallestDimension / dimensions.height; const ratio = this.ratio / smallestDimension; // Align with center of the graph: let x = coordinates.x - smallestDimension / 2 / dx; let y = coordinates.y - smallestDimension / 2 / dy; // Rotate: [x, y] = [ x * Math.cos(-this.angle) - y * Math.sin(-this.angle), y * Math.cos(-this.angle) + x * Math.sin(-this.angle), ]; 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. */ viewRectangle(dimensions: { width: number; height: number; }): { x1: number; y1: number; x2: number; y2: number; height: number } { // TODO: reduce relative margin? const marginX = (0 * dimensions.width) / 8, marginY = (0 * dimensions.height) / 8; const 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} */ setState(state: Partial<CameraState>): this { 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} */ getViewportZoomedState(viewportTarget: Coordinates, dimensions: Dimensions, ratio: number): CameraState { // TODO: handle max zoom const ratioDiff = ratio / this.ratio; const center = { x: dimensions.width / 2, y: dimensions.height / 2, }; const graphMousePosition = this.viewportToFramedGraph(dimensions, viewportTarget); const graphCenterPosition = this.viewportToFramedGraph(dimensions, center); return { ...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 */ animate(state: Partial<CameraState>, opts?: Partial<AnimateOptions>, callback?: () => void): void { if (!this.enabled) return; const options: AnimateOptions = Object.assign({}, ANIMATE_DEFAULTS, opts); const easing: (k: number) => number = typeof options.easing === "function" ? options.easing : easings[options.easing]; // State const start = Date.now(), initialState = this.getState(); // Function performing the animation const fn = () => { const 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; } const coefficient = easing(t); const newState: Partial<CameraState> = {}; 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 = requestFrame(fn); }; if (this.nextFrame) { cancelFrame(this.nextFrame); if (this.animationCallback) this.animationCallback.call(null); this.nextFrame = requestFrame(fn); } else { fn(); } this.animationCallback = callback; } /** * Method used to zoom the camera. * * @param {number|object} factorOrOptions - Factor or options. * @return {function} */ animatedZoom(factorOrOptions: number | (Partial<AnimateOptions> & { factor: number })): void { 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. */ animatedUnzoom(factorOrOptions: number | (Partial<AnimateOptions> & { factor: number })): void { 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. */ animatedReset(options: Partial<AnimateOptions>): void { 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} */ copy(): Camera { return Camera.from(this.getState()); } }