sigma
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A JavaScript library aimed at visualizing graphs of thousands of nodes and edges.
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JavaScript
;
var isGraph = require('graphology-utils/is-graph');
var colors = require('./colors-ee2e2828.cjs.prod.js');
function _interopDefault (e) { return e && e.__esModule ? e : { 'default': e }; }
var isGraph__default = /*#__PURE__*/_interopDefault(isGraph);
var linear = function linear(k) {
return k;
};
var quadraticIn = function quadraticIn(k) {
return k * k;
};
var quadraticOut = function quadraticOut(k) {
return k * (2 - k);
};
var quadraticInOut = function quadraticInOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k;
return -0.5 * (--k * (k - 2) - 1);
};
var cubicIn = function cubicIn(k) {
return k * k * k;
};
var cubicOut = function cubicOut(k) {
return --k * k * k + 1;
};
var cubicInOut = function cubicInOut(k) {
if ((k *= 2) < 1) return 0.5 * k * k * k;
return 0.5 * ((k -= 2) * k * k + 2);
};
var easings = {
linear: linear,
quadraticIn: quadraticIn,
quadraticOut: quadraticOut,
quadraticInOut: quadraticInOut,
cubicIn: cubicIn,
cubicOut: cubicOut,
cubicInOut: cubicInOut
};
/**
* Defaults.
*/
var ANIMATE_DEFAULTS = {
easing: "quadraticInOut",
duration: 150
};
/**
* Function used to animate the nodes.
*/
function animateNodes(graph, targets, opts, callback) {
var options = Object.assign({}, ANIMATE_DEFAULTS, opts);
var easing = typeof options.easing === "function" ? options.easing : easings[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 step() {
frame = null;
var p = (Date.now() - start) / options.duration;
if (p >= 1) {
// Animation is done
for (var _node in targets) {
var _attrs = targets[_node];
// We use given values to avoid precision issues and for convenience
for (var _k2 in _attrs) graph.setNodeAttribute(_node, _k2, _attrs[_k2]);
}
if (typeof callback === "function") callback();
return;
}
p = easing(p);
for (var _node2 in targets) {
var _attrs2 = targets[_node2];
var s = startPositions[_node2];
for (var _k3 in _attrs2) graph.setNodeAttribute(_node2, _k3, _attrs2[_k3] * p + s[_k3] * (1 - p));
}
frame = requestAnimationFrame(_step);
};
_step();
return function () {
if (frame) cancelAnimationFrame(frame);
};
}
function identity() {
return Float32Array.of(1, 0, 0, 0, 1, 0, 0, 0, 1);
}
// TODO: optimize
function scale(m, x, y) {
m[0] = x;
m[4] = typeof y === "number" ? y : x;
return m;
}
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;
}
function translate(m, x, y) {
m[6] = x;
m[7] = y;
return m;
}
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;
}
function multiplyVec2(a, b) {
var z = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
var a00 = a[0];
var a01 = a[1];
var a10 = a[3];
var a11 = a[4];
var a20 = a[6];
var a21 = a[7];
var b0 = b.x;
var b1 = b.y;
return {
x: b0 * a00 + b1 * a10 + a20 * z,
y: b0 * a01 + b1 * a11 + a21 * z
};
}
/**
* In sigma, the graph is normalized into a [0, 1], [0, 1] square, before being given to the various renderers. This
* helps to deal with quadtree in particular.
* But at some point, we need to rescale it so that it takes the best place in the screen, i.e. we always want to see two
* nodes "touching" opposite sides of the graph, with the camera being at its default state.
*
* This function determines this ratio.
*/
function getCorrectionRatio(viewportDimensions, graphDimensions) {
var viewportRatio = viewportDimensions.height / viewportDimensions.width;
var graphRatio = graphDimensions.height / graphDimensions.width;
// If the stage and the graphs are in different directions (such as the graph being wider that tall while the stage
// is taller than wide), we can stop here to have indeed nodes touching opposite sides:
if (viewportRatio < 1 && graphRatio > 1 || viewportRatio > 1 && graphRatio < 1) {
return 1;
}
// Else, we need to fit the graph inside the stage:
// 1. If the graph is "squarer" (i.e. with a ratio closer to 1), we need to make the largest sides touch;
// 2. If the stage is "squarer", we need to make the smallest sides touch.
return Math.min(Math.max(graphRatio, 1 / graphRatio), Math.max(1 / viewportRatio, viewportRatio));
}
/**
* Function returning a matrix from the current state of the camera.
*/
function matrixFromCamera(state, viewportDimensions, graphDimensions, padding, inverse) {
// TODO: it's possible to optimize this drastically!
var angle = state.angle,
ratio = state.ratio,
x = state.x,
y = state.y;
var width = viewportDimensions.width,
height = viewportDimensions.height;
var matrix = identity();
var smallestDimension = Math.min(width, height) - 2 * padding;
var correctionRatio = getCorrectionRatio(viewportDimensions, graphDimensions);
if (!inverse) {
multiply(matrix, scale(identity(), 2 * (smallestDimension / width) * correctionRatio, 2 * (smallestDimension / height) * correctionRatio));
multiply(matrix, rotate(identity(), -angle));
multiply(matrix, scale(identity(), 1 / ratio));
multiply(matrix, translate(identity(), -x, -y));
} else {
multiply(matrix, translate(identity(), x, y));
multiply(matrix, scale(identity(), ratio));
multiply(matrix, rotate(identity(), angle));
multiply(matrix, scale(identity(), width / smallestDimension / 2 / correctionRatio, height / smallestDimension / 2 / correctionRatio));
}
return matrix;
}
/**
* All these transformations we apply on the matrix to get it rescale the graph
* as we want make it very hard to get pixel-perfect distances in WebGL. This
* function returns a factor that properly cancels the matrix effect on lengths.
*
* [jacomyal]
* To be fully honest, I can't really explain happens here... I notice that the
* following ratio works (i.e. it correctly compensates the matrix impact on all
* camera states I could try):
* > `R = size(V) / size(M * V) / W`
* as long as `M * V` is in the direction of W (ie. parallel to (Ox)). It works
* as well with H and a vector that transforms into something parallel to (Oy).
*
* Also, note that we use `angle` and not `-angle` (that would seem logical,
* since we want to anticipate the rotation), because the image is vertically
* swapped in WebGL.
*/
function getMatrixImpact(matrix, cameraState, viewportDimensions) {
var _multiplyVec = multiplyVec2(matrix, {
x: Math.cos(cameraState.angle),
y: Math.sin(cameraState.angle)
}, 0),
x = _multiplyVec.x,
y = _multiplyVec.y;
return 1 / Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2)) / viewportDimensions.width;
}
/**
* Function returning the graph's node extent in x & y.
*/
function graphExtent(graph) {
if (!graph.order) return {
x: [0, 1],
y: [0, 1]
};
var xMin = Infinity;
var xMax = -Infinity;
var yMin = Infinity;
var yMax = -Infinity;
graph.forEachNode(function (_, attr) {
var x = attr.x,
y = attr.y;
if (x < xMin) xMin = x;
if (x > xMax) xMax = x;
if (y < yMin) yMin = y;
if (y > yMax) yMax = y;
});
return {
x: [xMin, xMax],
y: [yMin, yMax]
};
}
/**
* 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 (!isGraph__default["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 ".concat(key, " are invalid. A node must have a numeric 'x' and 'y' attribute."));
}
});
}
/**
* Function used to create DOM elements easily.
*/
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;
}
/**
* Function returning the browser's pixel ratio.
*/
function getPixelRatio() {
if (typeof window.devicePixelRatio !== "undefined") return window.devicePixelRatio;
return 1;
}
/**
* Function ordering the given elements in reverse z-order so they drawn
* the correct way.
*/
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
}
/**
* Factory returning a function normalizing the given node's position & size.
*/
function createNormalizationFunction(extent) {
var _extent$x = colors._slicedToArray(extent.x, 2),
minX = _extent$x[0],
maxX = _extent$x[1],
_extent$y = colors._slicedToArray(extent.y, 2),
minY = _extent$y[0],
maxY = _extent$y[1];
var ratio = Math.max(maxX - minX, maxY - minY),
dX = (maxX + minX) / 2,
dY = (maxY + minY) / 2;
if (ratio === 0 || Math.abs(ratio) === Infinity || isNaN(ratio)) ratio = 1;
if (isNaN(dX)) dX = 0;
if (isNaN(dY)) dY = 0;
var fn = function fn(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.ANIMATE_DEFAULTS = ANIMATE_DEFAULTS;
exports.animateNodes = animateNodes;
exports.createElement = createElement;
exports.createNormalizationFunction = createNormalizationFunction;
exports.cubicIn = cubicIn;
exports.cubicInOut = cubicInOut;
exports.cubicOut = cubicOut;
exports.easings = easings;
exports.getCorrectionRatio = getCorrectionRatio;
exports.getMatrixImpact = getMatrixImpact;
exports.getPixelRatio = getPixelRatio;
exports.graphExtent = graphExtent;
exports.identity = identity;
exports.linear = linear;
exports.matrixFromCamera = matrixFromCamera;
exports.multiply = multiply;
exports.multiplyVec2 = multiplyVec2;
exports.quadraticIn = quadraticIn;
exports.quadraticInOut = quadraticInOut;
exports.quadraticOut = quadraticOut;
exports.rotate = rotate;
exports.scale = scale;
exports.translate = translate;
exports.validateGraph = validateGraph;
exports.zIndexOrdering = zIndexOrdering;