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VivaGraph constant layout I
license: MIT
border: no
title: "VivaGraph constant layout"
<!DOCTYPE html>
<html>
<head>
<title>VivaGraphs constant layout demo page</title>
<script src="vivagraph.js"></script>
<script type='text/javascript'>
function onLoad() {
var graph = Viva.Graph.graph(),
nodePositions = [{x : -50, y: 0}, {x : 0, y: -50}, {x : 50, y: 0}], // predefined node positions
layout = Viva.Graph.Layout.constant(graph),
renderer = Viva.Graph.View.renderer(graph, {
layout : layout, // use our custom 'constant' layout
}),
i, nodesCount = nodePositions.length; // convinience variables.
// Add nodes
for(i = 0; i < nodesCount; ++i) {
graph.addNode(i, nodePositions[i]);
}
// and make them connected in cycle:
for (i = 0; i < nodesCount; ++i) {
graph.addLink(i % nodesCount, (i + 1) % nodesCount);
}
// set custom node placement callback for layout.
// if you don't do this, constant layout performs random positioning.
layout.placeNode(function(node) {
// node.id - points to its position but you can do your
// random logic here. E.g. read from specific node.data
// attributes. This callback is expected to return object {x : .. , y : .. }
return nodePositions[node.id];
});
renderer.run();
}
</script>
<style type="text/css" media="screen">
body, html, svg { width: 100%; height: 100%; overflow: hidden; }
</style>
</head>
<body onload="onLoad()">
</body>
</html>
!function(e){if("object"==typeof exports&&"undefined"!=typeof module)module.exports=e();else if("function"==typeof define&&define.amd)define([],e);else{var f;"undefined"!=typeof window?f=window:"undefined"!=typeof global?f=global:"undefined"!=typeof self&&(f=self),f.Viva=e()}}(function(){var define,module,exports;return (function e(t,n,r){function s(o,u){if(!n[o]){if(!t[o]){var a=typeof require=="function"&&require;if(!u&&a)return a(o,!0);if(i)return i(o,!0);var f=new Error("Cannot find module '"+o+"'");throw f.code="MODULE_NOT_FOUND",f}var l=n[o]={exports:{}};t[o][0].call(l.exports,function(e){var n=t[o][1][e];return s(n?n:e)},l,l.exports,e,t,n,r)}return n[o].exports}var i=typeof require=="function"&&require;for(var o=0;o<r.length;o++)s(r[o]);return s})({1:[function(require,module,exports){
/**
* This is an entry point for global namespace. If you want to use separate
* modules individually - you are more than welcome to do so.
*/
var random = require('ngraph.random');
var Viva = {
lazyExtend: function() {
return require('ngraph.merge').apply(this, arguments);
},
randomIterator: function() {
return random.randomIterator.apply(random, arguments);
},
random: function() {
return random.random.apply(random, arguments);
},
events: require('ngraph.events')
};
Viva.Graph = {
version: require('./version.js'),
graph: require('ngraph.graph'),
serializer: function() {
return {
loadFromJSON: require('ngraph.fromjson'),
storeToJSON: require('ngraph.tojson')
};
},
centrality: require('./Algorithms/centrality.js'),
operations: require('./Algorithms/operations.js'),
geom: function() {
return {
intersect: require('gintersect'),
intersectRect: require('./Utils/intersectRect.js')
};
},
webgl: require('./WebGL/webgl.js'),
webglInputEvents: require('./WebGL/webglInputEvents.js'),
generator: function() {
return require('ngraph.generators');
},
Input: {
domInputManager: require('./Input/domInputManager.js'),
webglInputManager: require('./Input/webglInputManager.js')
},
Utils: {
// TODO: move to Input
dragndrop: require('./Input/dragndrop.js'),
findElementPosition: require('./Utils/findElementPosition.js'),
timer: require('./Utils/timer.js'),
getDimension: require('./Utils/getDimensions.js'),
events: require('./Utils/backwardCompatibleEvents.js')
},
Layout: {
forceDirected: require('ngraph.forcelayout'),
constant: require('./Layout/constant.js')
},
View: {
// TODO: Move `webglXXX` out to webgl namespace
Texture: require('./WebGL/texture.js'),
// TODO: This should not be even exported
webglAtlas: require('./WebGL/webglAtlas.js'),
webglImageNodeProgram: require('./WebGL/webglImageNodeProgram.js'),
webglLinkProgram: require('./WebGL/webglLinkProgram.js'),
webglNodeProgram: require('./WebGL/webglNodeProgram.js'),
webglLine: require('./WebGL/webglLine.js'),
webglSquare: require('./WebGL/webglSquare.js'),
webglImage: require('./WebGL/webglImage.js'),
webglGraphics: require('./View/webglGraphics.js'),
// TODO: Deprecate this:
_webglUtil: {
parseColor: require('./WebGL/parseColor.js')
},
// TODO: move to svg namespace
svgGraphics: require('./View/svgGraphics.js'),
renderer: require('./View/renderer.js'),
// deprecated
cssGraphics: function() {
throw new Error('cssGraphics is deprecated. Please use older version of vivagraph (< 0.7) if you need it');
},
svgNodeFactory: function() {
throw new Error('svgNodeFactory is deprecated. Please use older version of vivagraph (< 0.7) if you need it');
},
community: function() {
throw new Error('community is deprecated. Please use vivagraph < 0.7 if you need it, or `https://github.com/anvaka/ngraph.slpa` module');
}
},
Rect: require('./Utils/rect.js'),
svg: require('simplesvg'),
// TODO: should be camelCase
BrowserInfo: require('./Utils/browserInfo.js')
};
module.exports = Viva;
},{"./Algorithms/centrality.js":36,"./Algorithms/operations.js":37,"./Input/domInputManager.js":38,"./Input/dragndrop.js":39,"./Input/webglInputManager.js":40,"./Layout/constant.js":41,"./Utils/backwardCompatibleEvents.js":42,"./Utils/browserInfo.js":43,"./Utils/findElementPosition.js":45,"./Utils/getDimensions.js":46,"./Utils/intersectRect.js":47,"./Utils/rect.js":49,"./Utils/timer.js":50,"./View/renderer.js":52,"./View/svgGraphics.js":53,"./View/webglGraphics.js":54,"./WebGL/parseColor.js":55,"./WebGL/texture.js":56,"./WebGL/webgl.js":57,"./WebGL/webglAtlas.js":58,"./WebGL/webglImage.js":59,"./WebGL/webglImageNodeProgram.js":60,"./WebGL/webglInputEvents.js":61,"./WebGL/webglLine.js":62,"./WebGL/webglLinkProgram.js":63,"./WebGL/webglNodeProgram.js":64,"./WebGL/webglSquare.js":65,"./version.js":66,"gintersect":3,"ngraph.events":9,"ngraph.forcelayout":11,"ngraph.fromjson":13,"ngraph.generators":14,"ngraph.graph":16,"ngraph.merge":17,"ngraph.random":30,"ngraph.tojson":31,"simplesvg":32}],2:[function(require,module,exports){
addEventListener.removeEventListener = removeEventListener
addEventListener.addEventListener = addEventListener
module.exports = addEventListener
var Events = null
function addEventListener(el, eventName, listener, useCapture) {
Events = Events || (
document.addEventListener ?
{add: stdAttach, rm: stdDetach} :
{add: oldIEAttach, rm: oldIEDetach}
)
return Events.add(el, eventName, listener, useCapture)
}
function removeEventListener(el, eventName, listener, useCapture) {
Events = Events || (
document.addEventListener ?
{add: stdAttach, rm: stdDetach} :
{add: oldIEAttach, rm: oldIEDetach}
)
return Events.rm(el, eventName, listener, useCapture)
}
function stdAttach(el, eventName, listener, useCapture) {
el.addEventListener(eventName, listener, useCapture)
}
function stdDetach(el, eventName, listener, useCapture) {
el.removeEventListener(eventName, listener, useCapture)
}
function oldIEAttach(el, eventName, listener, useCapture) {
if(useCapture) {
throw new Error('cannot useCapture in oldIE')
}
el.attachEvent('on' + eventName, listener)
}
function oldIEDetach(el, eventName, listener, useCapture) {
el.detachEvent('on' + eventName, listener)
}
},{}],3:[function(require,module,exports){
module.exports = intersect;
/**
* Original authors: Mukesh Prasad, Appeared in Graphics Gem II book
* http://www.opensource.apple.com/source/graphviz/graphviz-498/graphviz/dynagraph/common/xlines.c
* and adopted to javascript version by Andrei Kashcha.
*
* This function computes whether two line segments,
* respectively joining the input points (x1,y1) -- (x2,y2)
* and the input points (x3,y3) -- (x4,y4) intersect.
* If the lines intersect, the output variables x, y are
* set to coordinates of the point of intersection.
*
* @param {Number} x1 First line segment coordinates
* @param {Number} y1 First line segment coordinates
* @param {Number} x2 First line segment coordinates
* @param {Number} x2 First line segment coordinates
*
* @param {Number} x3 Second line segment coordinates
* @param {Number} y3 Second line segment coordinates
* @param {Number} x4 Second line segment coordinates
* @param {Number} x4 Second line segment coordinates
*
* @return {Object} x, y coordinates of intersection point or falsy value if no
* intersection found..
*/
function intersect(
x1, y1, x2, y2, // first line segment
x3, y3, x4, y4 // second line segment
) {
var a1, a2, b1, b2, c1, c2, /* Coefficients of line eqns. */
r1, r2, r3, r4, /* 'Sign' values */
denom, offset, num, /* Intermediate values */
result = {
x: 0,
y: 0
};
/* Compute a1, b1, c1, where line joining points 1 and 2
* is "a1 x + b1 y + c1 = 0".
*/
a1 = y2 - y1;
b1 = x1 - x2;
c1 = x2 * y1 - x1 * y2;
/* Compute r3 and r4.
*/
r3 = a1 * x3 + b1 * y3 + c1;
r4 = a1 * x4 + b1 * y4 + c1;
/* Check signs of r3 and r4. If both point 3 and point 4 lie on
* same side of line 1, the line segments do not intersect.
*/
if (r3 !== 0 && r4 !== 0 && ((r3 >= 0) === (r4 >= 4))) {
return null; //no intersection.
}
/* Compute a2, b2, c2 */
a2 = y4 - y3;
b2 = x3 - x4;
c2 = x4 * y3 - x3 * y4;
/* Compute r1 and r2 */
r1 = a2 * x1 + b2 * y1 + c2;
r2 = a2 * x2 + b2 * y2 + c2;
/* Check signs of r1 and r2. If both point 1 and point 2 lie
* on same side of second line segment, the line segments do
* not intersect.
*/
if (r1 !== 0 && r2 !== 0 && ((r1 >= 0) === (r2 >= 0))) {
return null; // no intersection;
}
/* Line segments intersect: compute intersection point.
*/
denom = a1 * b2 - a2 * b1;
if (denom === 0) {
return null; // Actually collinear..
}
offset = denom < 0 ? -denom / 2 : denom / 2;
offset = 0.0;
/* The denom/2 is to get rounding instead of truncating. It
* is added or subtracted to the numerator, depending upon the
* sign of the numerator.
*/
num = b1 * c2 - b2 * c1;
result.x = (num < 0 ? num - offset : num + offset) / denom;
num = a2 * c1 - a1 * c2;
result.y = (num < 0 ? num - offset : num + offset) / denom;
return result;
}
},{}],4:[function(require,module,exports){
module.exports.degree = require('./src/degree.js');
module.exports.betweenness = require('./src/betweenness.js');
module.exports.closeness = require('./src/closeness.js');
module.exports.eccentricity = require('./src/eccentricity.js');
},{"./src/betweenness.js":5,"./src/closeness.js":6,"./src/degree.js":7,"./src/eccentricity.js":8}],5:[function(require,module,exports){
module.exports = betweennes;
/**
* I'm using http://www.inf.uni-konstanz.de/algo/publications/b-vspbc-08.pdf
* as a reference for this implementation
*/
function betweennes(graph, oriented) {
var Q = [],
S = []; // Queue and Stack
// list of predcessors on shorteest paths from source
var pred = Object.create(null);
// distance from source
var dist = Object.create(null);
// number of shortest paths from source to key
var sigma = Object.create(null);
// dependency of source on key
var delta = Object.create(null);
var currentNode;
var centrality = Object.create(null);
graph.forEachNode(setCentralityToZero);
graph.forEachNode(calculateCentrality);
if (!oriented) {
// The centrality scores need to be divided by two if the graph is not oriented,
// since all shortest paths are considered twice
Object.keys(centrality).forEach(divideByTwo);
}
return centrality;
function divideByTwo(key) {
centrality[key] /= 2;
}
function setCentralityToZero(node) {
centrality[node.id] = 0;
}
function calculateCentrality(node) {
currentNode = node.id;
singleSourceShortestPath(currentNode);
accumulate();
}
function accumulate() {
graph.forEachNode(setDeltaToZero);
while (S.length) {
var w = S.pop();
var coeff = (1 + delta[w])/sigma[w];
var predcessors = pred[w];
for (var idx = 0; idx < predcessors.length; ++idx) {
var v = predcessors[idx];
delta[v] += sigma[v] * coeff;
}
if (w !== currentNode) {
centrality[w] += delta[w];
}
}
}
function setDeltaToZero(node) {
delta[node.id] = 0;
}
function singleSourceShortestPath(source) {
graph.forEachNode(initNode);
dist[source] = 0;
sigma[source] = 1;
Q.push(source);
while (Q.length) {
var v = Q.shift();
S.push(v);
graph.forEachLinkedNode(v, toId, oriented);
}
function toId(otherNode) {
// NOTE: This code will also consider multi-edges, which are often
// ignored by popular software (Gephi/NetworkX). Depending on your use
// case this may not be desired and deduping needs to be performed. To
// save memory I'm not deduping here...
processNode(otherNode.id);
}
function initNode(node) {
var nodeId = node.id;
pred[nodeId] = []; // empty list
dist[nodeId] = -1;
sigma[nodeId] = 0;
}
function processNode(w) {
// path discovery
if (dist[w] === -1) {
// Node w is found for the first time
dist[w] = dist[v] + 1;
Q.push(w);
}
// path counting
if (dist[w] === dist[v] + 1) {
// edge (v, w) on a shortest path
sigma[w] += sigma[v];
pred[w].push(v);
}
}
}
}
},{}],6:[function(require,module,exports){
module.exports = closeness;
/**
* In a connected graph, the normalized closeness centrality of a node is the average
* length of the shortest path between the node and all other nodes in the
* graph. Thus the more central a node is, the closer it is to all other nodes.
*/
function closeness(graph, oriented) {
var Q = [];
// list of predcessors on shortest paths from source
// distance from source
var dist = Object.create(null);
var currentNode;
var centrality = Object.create(null);
graph.forEachNode(setCentralityToZero);
graph.forEachNode(calculateCentrality);
return centrality;
function setCentralityToZero(node) {
centrality[node.id] = 0;
}
function calculateCentrality(node) {
currentNode = node.id;
singleSourceShortestPath(currentNode);
accumulate();
}
function accumulate() {
// Add all distances for node to array, excluding -1s
var distances = Object.keys(dist).map(function(key) {return dist[key]}).filter(function(val){return val !== -1});
// Set number of reachable nodes
var reachableNodesTotal = distances.length;
// Compute sum of all distances for node
var totalDistance = distances.reduce(function(a,b) { return a + b });
if (totalDistance > 0) {
centrality[currentNode] = ((reachableNodesTotal - 1) / totalDistance);
} else {
centrality[currentNode] = 0;
}
}
function singleSourceShortestPath(source) {
graph.forEachNode(initNode);
dist[source] = 0;
Q.push(source);
while (Q.length) {
var v = Q.shift();
graph.forEachLinkedNode(v, processNode, oriented);
}
function initNode(node) {
var nodeId = node.id;
dist[nodeId] = -1;
}
function processNode(otherNode) {
var w = otherNode.id
if (dist[w] === -1) {
// Node w is found for the first time
dist[w] = dist[v] + 1;
Q.push(w);
}
}
}
}
},{}],7:[function(require,module,exports){
module.exports = degree;
/**
* Calculates graph nodes degree centrality (in/out or both).
*
* @see http://en.wikipedia.org/wiki/Centrality#Degree_centrality
*
* @param {ngraph.graph} graph object for which we are calculating centrality.
* @param {string} [kind=both] What kind of degree centrality needs to be calculated:
* 'in' - calculate in-degree centrality
* 'out' - calculate out-degree centrality
* 'inout' - (default) generic degree centrality is calculated
*/
function degree(graph, kind) {
var getNodeDegree;
var result = Object.create(null);
kind = (kind || 'both').toLowerCase();
if (kind === 'both' || kind === 'inout') {
getNodeDegree = inoutDegreeCalculator;
} else if (kind === 'in') {
getNodeDegree = inDegreeCalculator;
} else if (kind === 'out') {
getNodeDegree = outDegreeCalculator;
} else {
throw new Error('Expected centrality degree kind is: in, out or both');
}
graph.forEachNode(calculateNodeDegree);
return result;
function calculateNodeDegree(node) {
var links = graph.getLinks(node.id);
result[node.id] = getNodeDegree(links, node.id);
}
}
function inDegreeCalculator(links, nodeId) {
var total = 0;
if (!links) return total;
for (var i = 0; i < links.length; i += 1) {
total += (links[i].toId === nodeId) ? 1 : 0;
}
return total;
}
function outDegreeCalculator(links, nodeId) {
var total = 0;
if (!links) return total;
for (var i = 0; i < links.length; i += 1) {
total += (links[i].fromId === nodeId) ? 1 : 0;
}
return total;
}
function inoutDegreeCalculator(links) {
if (!links) return 0;
return links.length;
}
},{}],8:[function(require,module,exports){
module.exports = eccentricity;
/**
* The eccentricity centrality of a node is the greatest distance between that node and
* any other node in the network.
*/
function eccentricity(graph, oriented) {
var Q = [];
// distance from source
var dist = Object.create(null);
var currentNode;
var centrality = Object.create(null);
graph.forEachNode(setCentralityToZero);
graph.forEachNode(calculateCentrality);
return centrality;
function setCentralityToZero(node) {
centrality[node.id] = 0;
}
function calculateCentrality(node) {
currentNode = node.id;
singleSourceShortestPath(currentNode);
accumulate();
}
function accumulate() {
var maxDist = 0;
Object.keys(dist).forEach(function (key) {
var val = dist[key];
if (maxDist < val) maxDist = val;
});
centrality[currentNode] = maxDist;
}
function singleSourceShortestPath(source) {
graph.forEachNode(initNode);
dist[source] = 0;
Q.push(source);
while (Q.length) {
var v = Q.shift();
graph.forEachLinkedNode(v, processNode, oriented);
}
function initNode(node) {
var nodeId = node.id;
dist[nodeId] = -1;
}
function processNode(otherNode) {
var w = otherNode.id
if (dist[w] === -1) {
// Node w is found for the first time
dist[w] = dist[v] + 1;
Q.push(w);
}
}
}
}
},{}],9:[function(require,module,exports){
module.exports = function(subject) {
validateSubject(subject);
var eventsStorage = createEventsStorage(subject);
subject.on = eventsStorage.on;
subject.off = eventsStorage.off;
subject.fire = eventsStorage.fire;
return subject;
};
function createEventsStorage(subject) {
// Store all event listeners to this hash. Key is event name, value is array
// of callback records.
//
// A callback record consists of callback function and its optional context:
// { 'eventName' => [{callback: function, ctx: object}] }
var registeredEvents = Object.create(null);
return {
on: function (eventName, callback, ctx) {
if (typeof callback !== 'function') {
throw new Error('callback is expected to be a function');
}
var handlers = registeredEvents[eventName];
if (!handlers) {
handlers = registeredEvents[eventName] = [];
}
handlers.push({callback: callback, ctx: ctx});
return subject;
},
off: function (eventName, callback) {
var wantToRemoveAll = (typeof eventName === 'undefined');
if (wantToRemoveAll) {
// Killing old events storage should be enough in this case:
registeredEvents = Object.create(null);
return subject;
}
if (registeredEvents[eventName]) {
var deleteAllCallbacksForEvent = (typeof callback !== 'function');
if (deleteAllCallbacksForEvent) {
delete registeredEvents[eventName];
} else {
var callbacks = registeredEvents[eventName];
for (var i = 0; i < callbacks.length; ++i) {
if (callbacks[i].callback === callback) {
callbacks.splice(i, 1);
}
}
}
}
return subject;
},
fire: function (eventName) {
var callbacks = registeredEvents[eventName];
if (!callbacks) {
return subject;
}
var fireArguments;
if (arguments.length > 1) {
fireArguments = Array.prototype.splice.call(arguments, 1);
}
for(var i = 0; i < callbacks.length; ++i) {
var callbackInfo = callbacks[i];
callbackInfo.callback.apply(callbackInfo.ctx, fireArguments);
}
return subject;
}
};
}
function validateSubject(subject) {
if (!subject) {
throw new Error('Eventify cannot use falsy object as events subject');
}
var reservedWords = ['on', 'fire', 'off'];
for (var i = 0; i < reservedWords.length; ++i) {
if (subject.hasOwnProperty(reservedWords[i])) {
throw new Error("Subject cannot be eventified, since it already has property '" + reservedWords[i] + "'");
}
}
}
},{}],10:[function(require,module,exports){
module.exports = exposeProperties;
/**
* Augments `target` object with getter/setter functions, which modify settings
*
* @example
* var target = {};
* exposeProperties({ age: 42}, target);
* target.age(); // returns 42
* target.age(24); // make age 24;
*
* var filteredTarget = {};
* exposeProperties({ age: 42, name: 'John'}, filteredTarget, ['name']);
* filteredTarget.name(); // returns 'John'
* filteredTarget.age === undefined; // true
*/
function exposeProperties(settings, target, filter) {
var needsFilter = Object.prototype.toString.call(filter) === '[object Array]';
if (needsFilter) {
for (var i = 0; i < filter.length; ++i) {
augment(settings, target, filter[i]);
}
} else {
for (var key in settings) {
augment(settings, target, key);
}
}
}
function augment(source, target, key) {
if (source.hasOwnProperty(key)) {
if (typeof target[key] === 'function') {
// this accessor is already defined. Ignore it
return;
}
target[key] = function (value) {
if (value !== undefined) {
source[key] = value;
return target;
}
return source[key];
}
}
}
},{}],11:[function(require,module,exports){
module.exports = createLayout;
module.exports.simulator = require('ngraph.physics.simulator');
var eventify = require('ngraph.events');
/**
* Creates force based layout for a given graph.
*
* @param {ngraph.graph} graph which needs to be laid out
* @param {object} physicsSettings if you need custom settings
* for physics simulator you can pass your own settings here. If it's not passed
* a default one will be created.
*/
function createLayout(graph, physicsSettings) {
if (!graph) {
throw new Error('Graph structure cannot be undefined');
}
var createSimulator = require('ngraph.physics.simulator');
var physicsSimulator = createSimulator(physicsSettings);
var nodeMass = defaultNodeMass
if (physicsSettings && typeof physicsSettings.nodeMass === 'function') {
nodeMass = physicsSettings.nodeMass
}
var nodeBodies = Object.create(null);
var springs = {};
var bodiesCount = 0;
var springTransform = physicsSimulator.settings.springTransform || noop;
// Initialize physics with what we have in the graph:
initPhysics();
listenToEvents();
var wasStable = false;
var api = {
/**
* Performs one step of iterative layout algorithm
*
* @returns {boolean} true if the system should be considered stable; Flase otherwise.
* The system is stable if no further call to `step()` can improve the layout.
*/
step: function() {
if (bodiesCount === 0) return true; // TODO: This will never fire 'stable'
var lastMove = physicsSimulator.step();
// Save the movement in case if someone wants to query it in the step
// callback.
api.lastMove = lastMove;
// Allow listeners to perform low-level actions after nodes are updated.
api.fire('step');
var ratio = lastMove/bodiesCount;
var isStableNow = ratio <= 0.01; // TODO: The number is somewhat arbitrary...
if (wasStable !== isStableNow) {
wasStable = isStableNow;
onStableChanged(isStableNow);
}
return isStableNow;
},
/**
* For a given `nodeId` returns position
*/
getNodePosition: function (nodeId) {
return getInitializedBody(nodeId).pos;
},
/**
* Sets position of a node to a given coordinates
* @param {string} nodeId node identifier
* @param {number} x position of a node
* @param {number} y position of a node
* @param {number=} z position of node (only if applicable to body)
*/
setNodePosition: function (nodeId) {
var body = getInitializedBody(nodeId);
body.setPosition.apply(body, Array.prototype.slice.call(arguments, 1));
physicsSimulator.invalidateBBox();
},
/**
* @returns {Object} Link position by link id
* @returns {Object.from} {x, y} coordinates of link start
* @returns {Object.to} {x, y} coordinates of link end
*/
getLinkPosition: function (linkId) {
var spring = springs[linkId];
if (spring) {
return {
from: spring.from.pos,
to: spring.to.pos
};
}
},
/**
* @returns {Object} area required to fit in the graph. Object contains
* `x1`, `y1` - top left coordinates
* `x2`, `y2` - bottom right coordinates
*/
getGraphRect: function () {
return physicsSimulator.getBBox();
},
/**
* Iterates over each body in the layout simulator and performs a callback(body, nodeId)
*/
forEachBody: forEachBody,
/*
* Requests layout algorithm to pin/unpin node to its current position
* Pinned nodes should not be affected by layout algorithm and always
* remain at their position
*/
pinNode: function (node, isPinned) {
var body = getInitializedBody(node.id);
body.isPinned = !!isPinned;
},
/**
* Checks whether given graph's node is currently pinned
*/
isNodePinned: function (node) {
return getInitializedBody(node.id).isPinned;
},
/**
* Request to release all resources
*/
dispose: function() {
graph.off('changed', onGraphChanged);
api.fire('disposed');
},
/**
* Gets physical body for a given node id. If node is not found undefined
* value is returned.
*/
getBody: getBody,
/**
* Gets spring for a given edge.
*
* @param {string} linkId link identifer. If two arguments are passed then
* this argument is treated as formNodeId
* @param {string=} toId when defined this parameter denotes head of the link
* and first argument is trated as tail of the link (fromId)
*/
getSpring: getSpring,
/**
* [Read only] Gets current physics simulator
*/
simulator: physicsSimulator,
/**
* Gets the graph that was used for layout
*/
graph: graph,
/**
* Gets amount of movement performed during last step opeartion
*/
lastMove: 0
};
eventify(api);
return api;
function forEachBody(cb) {
Object.keys(nodeBodies).forEach(function(bodyId) {
cb(nodeBodies[bodyId], bodyId);
});
}
function getSpring(fromId, toId) {
var linkId;
if (toId === undefined) {
if (typeof fromId !== 'object') {
// assume fromId as a linkId:
linkId = fromId;
} else {
// assume fromId to be a link object:
linkId = fromId.id;
}
} else {
// toId is defined, should grab link:
var link = graph.hasLink(fromId, toId);
if (!link) return;
linkId = link.id;
}
return springs[linkId];
}
function getBody(nodeId) {
return nodeBodies[nodeId];
}
function listenToEvents() {
graph.on('changed', onGraphChanged);
}
function onStableChanged(isStable) {
api.fire('stable', isStable);
}
function onGraphChanged(changes) {
for (var i = 0; i < changes.length; ++i) {
var change = changes[i];
if (change.changeType === 'add') {
if (change.node) {
initBody(change.node.id);
}
if (change.link) {
initLink(change.link);
}
} else if (change.changeType === 'remove') {
if (change.node) {
releaseNode(change.node);
}
if (change.link) {
releaseLink(change.link);
}
}
}
bodiesCount = graph.getNodesCount();
}
function initPhysics() {
bodiesCount = 0;
graph.forEachNode(function (node) {
initBody(node.id);
bodiesCount += 1;
});
graph.forEachLink(initLink);
}
function initBody(nodeId) {
var body = nodeBodies[nodeId];
if (!body) {
var node = graph.getNode(nodeId);
if (!node) {
throw new Error('initBody() was called with unknown node id');
}
var pos = node.position;
if (!pos) {
var neighbors = getNeighborBodies(node);
pos = physicsSimulator.getBestNewBodyPosition(neighbors);
}
body = physicsSimulator.addBodyAt(pos);
body.id = nodeId;
nodeBodies[nodeId] = body;
updateBodyMass(nodeId);
if (isNodeOriginallyPinned(node)) {
body.isPinned = true;
}
}
}
function releaseNode(node) {
var nodeId = node.id;
var body = nodeBodies[nodeId];
if (body) {
nodeBodies[nodeId] = null;
delete nodeBodies[nodeId];
physicsSimulator.removeBody(body);
}
}
function initLink(link) {
updateBodyMass(link.fromId);
updateBodyMass(link.toId);
var fromBody = nodeBodies[link.fromId],
toBody = nodeBodies[link.toId],
spring = physicsSimulator.addSpring(fromBody, toBody, link.length);
springTransform(link, spring);
springs[link.id] = spring;
}
function releaseLink(link) {
var spring = springs[link.id];
if (spring) {
var from = graph.getNode(link.fromId),
to = graph.getNode(link.toId);
if (from) updateBodyMass(from.id);
if (to) updateBodyMass(to.id);
delete springs[link.id];
physicsSimulator.removeSpring(spring);
}
}
function getNeighborBodies(node) {
// TODO: Could probably be done better on memory
var neighbors = [];
if (!node.links) {
return neighbors;
}
var maxNeighbors = Math.min(node.links.length, 2);
for (var i = 0; i < maxNeighbors; ++i) {
var link = node.links[i];
var otherBody = link.fromId !== node.id ? nodeBodies[link.fromId] : nodeBodies[link.toId];
if (otherBody && otherBody.pos) {
neighbors.push(otherBody);
}
}
return neighbors;
}
function updateBodyMass(nodeId) {
var body = nodeBodies[nodeId];
body.mass = nodeMass(nodeId);
if (Number.isNaN(body.mass)) {
throw new Error('Node mass should be a number')
}
}
/**
* Checks whether graph node has in its settings pinned attribute,
* which means layout algorithm cannot move it. Node can be preconfigured
* as pinned, if it has "isPinned" attribute, or when node.data has it.
*
* @param {Object} node a graph node to check
* @return {Boolean} true if node should be treated as pinned; false otherwise.
*/
function isNodeOriginallyPinned(node) {
return (node && (node.isPinned || (node.data && node.data.isPinned)));
}
function getInitializedBody(nodeId) {
var body = nodeBodies[nodeId];
if (!body) {
initBody(nodeId);
body = nodeBodies[nodeId];
}
return body;
}
/**
* Calculates mass of a body, which corresponds to node with given id.
*
* @param {String|Number} nodeId identifier of a node, for which body mass needs to be calculated
* @returns {Number} recommended mass of the body;
*/
function defaultNodeMass(nodeId) {
var links = graph.getLinks(nodeId);
if (!links) return 1;
return 1 + links.length / 3.0;
}
}
function noop() { }
},{"ngraph.events":12,"ngraph.physics.simulator":19}],12:[function(require,module,exports){
arguments[4][9][0].apply(exports,arguments)
},{"dup":9}],13:[function(require,module,exports){
module.exports = load;
var createGraph = require('ngraph.graph');
function load(jsonGraph, nodeTransform, linkTransform) {
var stored;
nodeTransform = nodeTransform || id;
linkTransform = linkTransform || id;
if (typeof jsonGraph === 'string') {
stored = JSON.parse(jsonGraph);
} else {
stored = jsonGraph;
}
var graph = createGraph(),
i;
if (stored.links === undefined || stored.nodes === undefined) {
throw new Error('Cannot load graph without links and nodes');
}
for (i = 0; i < stored.nodes.length; ++i) {
var parsedNode = nodeTransform(stored.nodes[i]);
if (!parsedNode.hasOwnProperty('id')) {
throw new Error('Graph node format is invalid: Node id is missing');
}
graph.addNode(parsedNode.id, parsedNode.data);
}
for (i = 0; i < stored.links.length; ++i) {
var link = linkTransform(stored.links[i]);
if (!link.hasOwnProperty('fromId') || !link.hasOwnProperty('toId')) {
throw new Error('Graph link format is invalid. Both fromId and toId are required');
}
graph.addLink(link.fromId, link.toId, link.data);
}
return graph;
}
function id(x) { return x; }
},{"ngraph.graph":16}],14:[function(require,module,exports){
var createGraph = require('ngraph.graph');
module.exports = factory(createGraph);
// Allow other developers have their own createGraph
module.exports.factory = factory;
function factory(createGraph) {
return {
ladder: ladder,
complete: complete,
completeBipartite: completeBipartite,
balancedBinTree: balancedBinTree,
path: path,
circularLadder: circularLadder,
grid: grid,
grid3: grid3,
noLinks: noLinks,
wattsStrogatz: wattsStrogatz,
cliqueCircle: cliqueCircle
};
function ladder(n) {
/**
* Ladder graph is a graph in form of ladder
* @param {Number} n Represents number of steps in the ladder
*/
if (!n || n < 0) {
throw new Error("Invalid number of nodes");
}
var g = createGraph(),
i;
for (i = 0; i < n - 1; ++i) {
g.addLink(i, i + 1);
// first row
g.addLink(n + i, n + i + 1);
// second row
g.addLink(i, n + i);
// ladder's step
}
g.addLink(n - 1, 2 * n - 1);
// last step in the ladder;
return g;
}
function circularLadder(n) {
/**
* Circular ladder with n steps.
*
* @param {Number} n of steps in the ladder.
*/
if (!n || n < 0) {
throw new Error("Invalid number of nodes");
}
var g = ladder(n);
g.addLink(0, n - 1);
g.addLink(n, 2 * n - 1);
return g;
}
function complete(n) {
/**
* Complete graph Kn.
*
* @param {Number} n represents number of nodes in the complete graph.
*/
if (!n || n < 1) {
throw new Error("At least two nodes are expected for complete graph");
}
var g = createGraph(),
i,
j;
for (i = 0; i < n; ++i) {
for (j = i + 1; j < n; ++j) {
if (i !== j) {
g.addLink(i, j);
}
}
}
return g;
}
function completeBipartite (n, m) {
/**
* Complete bipartite graph K n,m. Each node in the
* first partition is connected to all nodes in the second partition.
*
* @param {Number} n represents number of nodes in the first graph partition
* @param {Number} m represents number of nodes in the second graph partition
*/
if (!n || !m || n < 0 || m < 0) {
throw new Error("Graph dimensions are invalid. Number of nodes in each partition should be greater than 0");
}
var g = createGraph(),
i, j;
for (i = 0; i < n; ++i) {
for (j = n; j < n + m; ++j) {
g.addLink(i, j);
}
}
return g;
}
function path(n) {
/**
* Path graph with n steps.
*
* @param {Number} n number of nodes in the path
*/
if (!n || n < 0) {
throw new Error("Invalid number of nodes");
}
var g = createGraph(),
i;
g.addNode(0);
for (i = 1; i < n; ++i) {
g.addLink(i - 1, i);
}
return g;
}
function grid(n, m) {
/**
* Grid graph with n rows and m columns.
*
* @param {Number} n of rows in the graph.
* @param {Number} m of columns in the graph.
*/
if (n < 1 || m < 1) {
throw new Error("Invalid number of nodes in grid graph");
}
var g = createGraph(),
i,
j;
if (n === 1 && m === 1) {
g.addNode(0);
return g;
}
for (i = 0; i < n; ++i) {
for (j = 0; j < m; ++j) {
var node = i + j * n;
if (i > 0) { g.addLink(node, i - 1 + j * n); }
if (j > 0) { g.addLink(node, i + (j - 1) * n); }
}
}
return g;
}
function grid3(n, m, z) {
/**
* 3D grid with n rows and m columns and z levels.
*
* @param {Number} n of rows in the graph.
* @param {Number} m of columns in the graph.
* @param {Number} z of levels in the graph.
*/
if (n < 1 || m < 1 || z < 1) {
throw new Error("Invalid number of nodes in grid3 graph");
}
var g = createGraph(),
i, j, k;
if (n === 1 && m === 1 && z === 1) {
g.addNode(0);
return g;
}
for (k = 0; k < z; ++k) {
for (i = 0; i < n; ++i) {
for (j = 0; j < m; ++j) {
var level = k * n * m;
var node = i + j * n + level;
if (i > 0) { g.addLink(node, i - 1 + j * n + level); }
if (j > 0) { g.addLink(node, i + (j - 1) * n + level); }
if (k > 0) { g.addLink(node, i + j * n + (k - 1) * n * m ); }
}
}
}
return g;
}
function balancedBinTree(n) {
/**
* Balanced binary tree with n levels.
*
* @param {Number} n of levels in the binary tree
*/
if (n < 0) {
throw new Error("Invalid number of nodes in balanced tree");
}
var g = createGraph(),
count = Math.pow(2, n),
level;
if (n === 0) {
g.addNode(1);
}
for (level = 1; level < count; ++level) {
var root = level,
left = root * 2,
right = root * 2 + 1;
g.addLink(root, left);
g.addLink(root, right);
}
return g;
}
function noLinks(n) {
/**
* Graph with no links
*
* @param {Number} n of nodes in the graph
*/
if (n < 0) {
throw new Error("Number of nodes should be >= 0");
}
var g = createGraph(), i;
for (i = 0; i < n; ++i) {
g.addNode(i);
}
return g;
}
function cliqueCircle(cliqueCount, cliqueSize) {
/**
* A circular graph with cliques instead of individual nodes
*
* @param {Number} cliqueCount number of cliques inside circle
* @param {Number} cliqueSize number of nodes inside each clique
*/
if (cliqueCount < 1) throw new Error('Invalid number of cliqueCount in cliqueCircle');
if (cliqueSize < 1) throw new Error('Invalid number of cliqueSize in cliqueCircle');
var graph = createGraph();
for (var i = 0; i < cliqueCount; ++i) {
appendClique(cliqueSize, i * cliqueSize)
if (i > 0) {
graph.addLink(i * cliqueSize, i * cliqueSize - 1);
}
}
graph.addLink(0, graph.getNodesCount() - 1);
return graph;
function appendClique(size, from) {
for (var i = 0; i < size; ++i) {
graph.addNode(i + from)
}
for (var i = 0; i < size; ++i) {
for (var j = i + 1; j < size; ++j) {
graph.addLink(i + from, j + from)
}
}
}
}
function wattsStrogatz(n, k, p, seed) {
/**
* Watts-Strogatz small-world graph.
*
* @param {Number} n The number of nodes
* @param {Number} k Each node is connected to k nearest neighbors in ring topology
* @param {Number} p The probability of rewiring each edge
* @see https://github.com/networkx/networkx/blob/master/networkx/generators/random_graphs.py
*/
if (k >= n) throw new Error('Choose smaller `k`. It cannot be larger than number of nodes `n`');
var random = require('ngraph.random').random(seed || 42);
var g = createGraph(), i, to;
for (i = 0; i < n; ++i) {
g.addNode(i);
}
// connect each node to k/2 neighbors
var neighborsSize = Math.floor(k/2 + 1);
for (var j = 1; j < neighborsSize; ++j) {
for (i = 0; i < n; ++i) {
to = (j + i) % n;
g.addLink(i, to);
}
}
// rewire edges from each node
// loop over all nodes in order (label) and neighbors in order (distance)
// no self loops or multiple edges allowed
for (j = 1; j < neighborsSize; ++j) {
for (i = 0; i < n; ++i) {
if (random.nextDouble() < p) {
var from = i;
to = (j + i) % n;
var newTo = random.next(n);
var needsRewire = (newTo === from || g.hasLink(from, newTo));
if (needsRewire && g.getLinks(from).length === n - 1) {
// we cannot rewire this node, it has too many links.
continue;
}
// Enforce no self-loops or multiple edges
while (needsRewire) {
newTo = random.next(n);
needsRewire = (newTo === from || g.hasLink(from, newTo));
}
var link = g.hasLink(from, to);
g.removeLink(link);
g.addLink(from, newTo);
}
}
}
return g;
}
}
},{"ngraph.graph":16,"ngraph.random":15}],15:[function(require,module,exports){
module.exports = random;
// TODO: Deprecate?
module.exports.random = random,
module.exports.randomIterator = randomIterator
/**
* Creates seeded PRNG with two methods:
* next() and nextDouble()
*/
function random(inputSeed) {
var seed = typeof inputSeed === 'number' ? inputSeed : (+new Date());
return new Generator(seed)
}
function Generator(seed) {
this.seed = seed;
}
/**
* Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive)
*
* @param maxValue Number REQUIRED. Omitting this number will result in NaN values from PRNG.
*/
Generator.prototype.next = next;
/**
* Generates random double number in the range from 0 (inclusive) to 1 (exclusive)
* This function is the same as Math.random() (except that it could be seeded)
*/
Generator.prototype.nextDouble = nextDouble;
/**
* Returns a random real number uniformly in [0, 1)
*/
Generator.prototype.uniform = nextDouble;
Generator.prototype.gaussian = gaussian;
function gaussian() {
// use the polar form of the Box-Muller transform
// based on https://introcs.cs.princeton.edu/java/23recursion/StdRandom.java
var r, x, y;
do {
x = this.nextDouble() * 2 - 1;
y = this.nextDouble() * 2 - 1;
r = x * x + y * y;
} while (r >= 1 || r === 0);
return x * Math.sqrt(-2 * Math.log(r)/r);
}
function nextDouble() {
var seed = this.seed;
// Robert Jenkins' 32 bit integer hash function.
seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff;
seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff;
seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff;
seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff;
seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
this.seed = seed;
return (seed & 0xfffffff) / 0x10000000;
}
function next(maxValue) {
return Math.floor(this.nextDouble() * maxValue);
}
/*
* Creates iterator over array, which returns items of array in random order
* Time complexity is guaranteed to be O(n);
*/
function randomIterator(array, customRandom) {
var localRandom = customRandom || random();
if (typeof localRandom.next !== 'function') {
throw new Error('customRandom does not match expected API: next() function is missing');
}
return {
forEach: forEach,
/**
* Shuffles array randomly, in place.
*/
shuffle: shuffle
};
function shuffle() {
var i, j, t;
for (i = array.length - 1; i > 0; --i) {
j = localRandom.next(i + 1); // i inclusive
t = array[j];
array[j] = array[i];
array[i] = t;
}
return array;
}
function forEach(callback) {
var i, j, t;
for (i = array.length - 1; i > 0; --i) {
j = localRandom.next(i + 1); // i inclusive
t = array[j];
array[j] = array[i];
array[i] = t;
callback(t);
}
if (array.length) {
callback(array[0]);
}
}
}
},{}],16:[function(require,module,exports){
/**
* @fileOverview Contains definition of the core graph object.
*/
// TODO: need to change storage layer:
// 1. Be able to get all nodes O(1)
// 2. Be able to get number of links O(1)
/**
* @example
* var graph = require('ngraph.graph')();
* graph.addNode(1); // graph has one node.
* graph.addLink(2, 3); // now graph contains three nodes and one link.
*
*/
module.exports = createGraph;
var eventify = require('ngraph.events');
/**
* Creates a new graph
*/
function createGraph(options) {
// Graph structure is maintained as dictionary of nodes
// and array of links. Each node has 'links' property which
// hold all links related to that node. And general links
// array is used to speed up all links enumeration. This is inefficient
// in terms of memory, but simplifies coding.
options = options || {};
if ('uniqueLinkId' in options) {
console.warn(
'ngraph.graph: Starting from version 0.14 `uniqueLinkId` is deprecated.\n' +
'Use `multigraph` option instead\n',
'\n',
'Note: there is also change in default behavior: From now own each graph\n'+
'is considered to be not a multigraph by default (each edge is unique).'
);
options.multigraph = options.uniqueLinkId;
}
// Dear reader, the non-multigraphs do not guarantee that there is only
// one link for a given pair of node. When this option is set to false
// we can save some memory and CPU (18% faster for non-multigraph);
if (options.multigraph === undefined) options.multigraph = false;
var nodes = typeof Object.create === 'function' ? Object.create(null) : {},
links = [],
// Hash of multi-edges. Used to track ids of edges between same nodes
multiEdges = {},
nodesCount = 0,
suspendEvents = 0,
forEachNode = createNodeIterator(),
createLink = options.multigraph ? createUniqueLink : createSingleLink,
// Our graph API provides means to listen to graph changes. Users can subscribe
// to be notified about changes in the graph by using `on` method. However
// in some cases they don't use it. To avoid unnecessary memory consumption
// we will not record graph changes until we have at least one subscriber.
// Code below supports this optimization.
//
// Accumulates all changes made during graph updates.
// Each change element contains:
// changeType - one of the strings: 'add', 'remove' or 'update';
// node - if change is related to node this property is set to changed graph's node;
// link - if change is related to link this property is set to changed graph's link;
changes = [],
recordLinkChange = noop,
recordNodeChange = noop,
enterModification = noop,
exitModification = noop;
// this is our public API:
var graphPart = {
/**
* Adds node to the graph. If node with given id already exists in the graph
* its data is extended with whatever comes in 'data' argument.
*
* @param nodeId the node's identifier. A string or number is preferred.
* @param [data] additional data for the node being added. If node already
* exists its data object is augmented with the new one.
*
* @return {node} The newly added node or node with given id if it already exists.
*/
addNode: addNode,
/**
* Adds a link to the graph. The function always create a new
* link between two nodes. If one of the nodes does not exists
* a new node is created.
*
* @param fromId link start node id;
* @param toId link end node id;
* @param [data] additional data to be set on the new link;
*
* @return {link} The newly created link
*/
addLink: addLink,
/**
* Removes link from the graph. If link does not exist does nothing.
*
* @param link - object returned by addLink() or getLinks() methods.
*
* @returns true if link was removed; false otherwise.
*/
removeLink: removeLink,
/**
* Removes node with given id from the graph. If node does not exist in the graph
* does nothing.
*
* @param nodeId node's identifier passed to addNode() function.
*
* @returns true if node was removed; false otherwise.
*/
removeNode: removeNode,
/**
* Gets node with given identifier. If node does not exist undefined value is returned.
*
* @param nodeId requested node identifier;
*
* @return {node} in with requested identifier or undefined if no such node exists.
*/
getNode: getNode,
/**
* Gets number of nodes in this graph.
*
* @return number of nodes in the graph.
*/
getNodesCount: function () {
return nodesCount;
},
/**
* Gets total number of links in the graph.
*/
getLinksCount: function () {
return links.length;
},
/**
* Gets all links (inbound and outbound) from the node with given id.
* If node with given id is not found null is returned.
*
* @param nodeId requested node identifier.
*
* @return Array of links from and to requested node if such node exists;
* otherwise null is returned.
*/
getLinks: getLinks,
/**
* Invokes callback on each node of the graph.
*
* @param {Function(node)} callback Function to be invoked. The function
* is passed one argument: visited node.
*/
forEachNode: forEachNode,
/**
* Invokes callback on every linked (adjacent) node to the given one.
*
* @param nodeId Identifier of the requested node.
* @param {Function(node, link)} callback Function to be called on all linked nodes.
* The function is passed two parameters: adjacent node and link object itself.
* @param oriented if true graph treated as oriented.
*/
forEachLinkedNode: forEachLinkedNode,
/**
* Enumerates all links in the graph
*
* @param {Function(link)} callback Function to be called on all links in the graph.
* The function is passed one parameter: graph's link object.
*
* Link object contains at least the following fields:
* fromId - node id where link starts;
* toId - node id where link ends,
* data - additional data passed to graph.addLink() method.
*/
forEachLink: forEachLink,
/**
* Suspend all notifications about graph changes until
* endUpdate is called.
*/
beginUpdate: enterModification,
/**
* Resumes all notifications about graph changes and fires
* graph 'changed' event in case there are any pending changes.
*/
endUpdate: exitModification,
/**
* Removes all nodes and links from the graph.
*/
clear: clear,
/**
* Detects whether there is a link between two nodes.
* Operation complexity is O(n) where n - number of links of a node.
* NOTE: this function is synonim for getLink()
*
* @returns link if there is one. null otherwise.
*/
hasLink: getLink,
/**
* Detects whether there is a node with given id
*
* Operation complexity is O(1)
* NOTE: this function is synonim for getNode()
*
* @returns node if there is one; Falsy value otherwise.
*/
hasNode: getNode,
/**
* Gets an edge between two nodes.
* Operation complexity is O(n) where n - number of links of a node.
*
* @param {string} fromId link start identifier
* @param {string} toId link end identifier
*
* @returns link if there is one. null otherwise.
*/
getLink: getLink
};
// this will add `on()` and `fire()` methods.
eventify(graphPart);
monitorSubscribers();
return graphPart;
function monitorSubscribers() {
var realOn = graphPart.on;
// replace real `on` with our temporary on, which will trigger change
// modification monitoring:
graphPart.on = on;
function on() {
// now it's time to start tracking stuff:
graphPart.beginUpdate = enterModification = enterModificationReal;
graphPart.endUpdate = exitModification = exitModificationReal;
recordLinkChange = recordLinkChangeReal;
recordNodeChange = recordNodeChangeReal;
// this will replace current `on` method with real pub/sub from `eventify`.
graphPart.on = realOn;
// delegate to real `on` handler:
return realOn.apply(graphPart, arguments);
}
}
function recordLinkChangeReal(link, changeType) {
changes.push({
link: link,
changeType: changeType
});
}
function recordNodeChangeReal(node, changeType) {
changes.push({
node: node,
changeType: changeType
});
}
function addNode(nodeId, data) {
if (nodeId === undefined) {
throw new Error('Invalid node identifier');
}
enterModification();
var node = getNode(nodeId);
if (!node) {
node = new Node(nodeId, data);
nodesCount++;
recordNodeChange(node, 'add');
} else {
node.data = data;
recordNodeChange(node, 'update');
}
nodes[nodeId] = node;
exitModification();
return node;
}
function getNode(nodeId) {
return nodes[nodeId];
}
function removeNode(nodeId) {
var node = getNode(nodeId);
if (!node) {
return false;
}
enterModification();
var prevLinks = node.links;
if (prevLinks) {
node.links = null;
for(var i = 0; i < prevLinks.length; ++i) {
removeLink(prevLinks[i]);
}
}
delete nodes[nodeId];
nodesCount--;
recordNodeChange(node, 'remove');
exitModification();
return true;
}
function addLink(fromId, toId, data) {
enterModification();
var fromNode = getNode(fromId) || addNode(fromId);
var toNode = getNode(toId) || addNode(toId);
var link = createLink(fromId, toId, data);
links.push(link);
// TODO: this is not cool. On large graphs potentially would consume more memory.
addLinkToNode(fromNode, link);
if (fromId !== toId) {
// make sure we are not duplicating links for self-loops
addLinkToNode(toNode, link);
}
recordLinkChange(link, 'add');
exitModification();
return link;
}
function createSingleLink(fromId, toId, data) {
var linkId = makeLinkId(fromId, toId);
return new Link(fromId, toId, data, linkId);
}
function createUniqueLink(fromId, toId, data) {
// TODO: Get rid of this method.
var linkId = makeLinkId(fromId, toId);
var isMultiEdge = multiEdges.hasOwnProperty(linkId);
if (isMultiEdge || getLink(fromId, toId)) {
if (!isMultiEdge) {
multiEdges[linkId] = 0;
}
var suffix = '@' + (++multiEdges[linkId]);
linkId = makeLinkId(fromId + suffix, toId + suffix);
}
return new Link(fromId, toId, data, linkId);
}
function getLinks(nodeId) {
var node = getNode(nodeId);
return node ? node.links : null;
}
function removeLink(link) {
if (!link) {
return false;
}
var idx = indexOfElementInArray(link, links);
if (idx < 0) {
return false;
}
enterModification();
links.splice(idx, 1);
var fromNode = getNode(link.fromId);
var toNode = getNode(link.toId);
if (fromNode) {
idx = indexOfElementInArray(link, fromNode.links);
if (idx >= 0) {
fromNode.links.splice(idx, 1);
}
}
if (toNode) {
idx = indexOfElementInArray(link, toNode.links);
if (idx >= 0) {
toNode.links.splice(idx, 1);
}
}
recordLinkChange(link, 'remove');
exitModification();
return true;
}
function getLink(fromNodeId, toNodeId) {
// TODO: Use sorted links to speed this up
var node = getNode(fromNodeId),
i;
if (!node || !node.links) {
return null;
}
for (i = 0; i < node.links.length; ++i) {
var link = node.links[i];
if (link.fromId === fromNodeId && link.toId === toNodeId) {
return link;
}
}
return null; // no link.
}
function clear() {
enterModification();
forEachNode(function(node) {
removeNode(node.id);
});
exitModification();
}
function forEachLink(callback) {
var i, length;
if (typeof callback === 'function') {
for (i = 0, length = links.length; i < length; ++i) {
callback(links[i]);
}
}
}
function forEachLinkedNode(nodeId, callback, oriented) {
var node = getNode(nodeId);
if (node && node.links && typeof callback === 'function') {
if (oriented) {
return forEachOrientedLink(node.links, nodeId, callback);
} else {
return forEachNonOrientedLink(node.links, nodeId, callback);
}
}
}
function forEachNonOrientedLink(links, nodeId, callback) {
var quitFast;
for (var i = 0; i < links.length; ++i) {
var link = links[i];
var linkedNodeId = link.fromId === nodeId ? link.toId : link.fromId;
quitFast = callback(nodes[linkedNodeId], link);
if (quitFast) {
return true; // Client does not need more iterations. Break now.
}
}
}
function forEachOrientedLink(links, nodeId, callback) {
var quitFast;
for (var i = 0; i < links.length; ++i) {
var link = links[i];
if (link.fromId === nodeId) {
quitFast = callback(nodes[link.toId], link);
if (quitFast) {
return true; // Client does not need more iterations. Break now.
}
}
}
}
// we will not fire anything until users of this library explicitly call `on()`
// method.
function noop() {}
// Enter, Exit modification allows bulk graph updates without firing events.
function enterModificationReal() {
suspendEvents += 1;
}
function exitModificationReal() {
suspendEvents -= 1;
if (suspendEvents === 0 && changes.length > 0) {
graphPart.fire('changed', changes);
changes.length = 0;
}
}
function createNodeIterator() {
// Object.keys iterator is 1.3x faster than `for in` loop.
// See `https://github.com/anvaka/ngraph.graph/tree/bench-for-in-vs-obj-keys`
// branch for perf test
return Object.keys ? objectKeysIterator : forInIterator;
}
function objectKeysIterator(callback) {
if (typeof callback !== 'function') {
return;
}
var keys = Object.keys(nodes);
for (var i = 0; i < keys.length; ++i) {
if (callback(nodes[keys[i]])) {
return true; // client doesn't want to proceed. Return.
}
}
}
function forInIterator(callback) {
if (typeof callback !== 'function') {
return;
}
var node;
for (node in nodes) {
if (callback(nodes[node])) {
return true; // client doesn't want to proceed. Return.
}
}
}
}
// need this for old browsers. Should this be a separate module?
function indexOfElementInArray(element, array) {
if (!array) return -1;
if (array.indexOf) {
return array.indexOf(element);
}
var len = array.length,
i;
for (i = 0; i < len; i += 1) {
if (array[i] === element) {
return i;
}
}
return -1;
}
/**
* Internal structure to represent node;
*/
function Node(id, data) {
this.id = id;
this.links = null;
this.data = data;
}
function addLinkToNode(node, link) {
if (node.links) {
node.links.push(link);
} else {
node.links = [link];
}
}
/**
* Internal structure to represent links;
*/
function Link(fromId, toId, data, id) {
this.fromId = fromId;
this.toId = toId;
this.data = data;
this.id = id;
}
function hashCode(str) {
var hash = 0, i, chr, len;
if (str.length == 0) return hash;
for (i = 0, len = str.length; i < len; i++) {
chr = str.charCodeAt(i);
hash = ((hash << 5) - hash) + chr;
hash |= 0; // Convert to 32bit integer
}
return hash;
}
function makeLinkId(fromId, toId) {
return fromId.toString() + '👉 ' + toId.toString();
}
},{"ngraph.events":9}],17:[function(require,module,exports){
module.exports = merge;
/**
* Augments `target` with properties in `options`. Does not override
* target's properties if they are defined and matches expected type in
* options
*
* @returns {Object} merged object
*/
function merge(target, options) {
var key;
if (!target) { target = {}; }
if (options) {
for (key in options) {
if (options.hasOwnProperty(key)) {
var targetHasIt = target.hasOwnProperty(key),
optionsValueType = typeof options[key],
shouldReplace = !targetHasIt || (typeof target[key] !== optionsValueType);
if (shouldReplace) {
target[key] = options[key];
} else if (optionsValueType === 'object') {
// go deep, don't care about loops here, we are simple API!:
target[key] = merge(target[key], options[key]);
}
}
}
}
return target;
}
},{}],18:[function(require,module,exports){
module.exports = {
Body: Body,
Vector2d: Vector2d,
Body3d: Body3d,
Vector3d: Vector3d
};
function Body(x, y) {
this.pos = new Vector2d(x, y);
this.prevPos = new Vector2d(x, y);
this.force = new Vector2d();
this.velocity = new Vector2d();
this.mass = 1;
}
Body.prototype.setPosition = function (x, y) {
this.prevPos.x = this.pos.x = x;
this.prevPos.y = this.pos.y = y;
};
function Vector2d(x, y) {
if (x && typeof x !== 'number') {
// could be another vector
this.x = typeof x.x === 'number' ? x.x : 0;
this.y = typeof x.y === 'number' ? x.y : 0;
} else {
this.x = typeof x === 'number' ? x : 0;
this.y = typeof y === 'number' ? y : 0;
}
}
Vector2d.prototype.reset = function () {
this.x = this.y = 0;
};
function Body3d(x, y, z) {
this.pos = new Vector3d(x, y, z);
this.prevPos = new Vector3d(x, y, z);
this.force = new Vector3d();
this.velocity = new Vector3d();
this.mass = 1;
}
Body3d.prototype.setPosition = function (x, y, z) {
this.prevPos.x = this.pos.x = x;
this.prevPos.y = this.pos.y = y;
this.prevPos.z = this.pos.z = z;
};
function Vector3d(x, y, z) {
if (x && typeof x !== 'number') {
// could be another vector
this.x = typeof x.x === 'number' ? x.x : 0;
this.y = typeof x.y === 'number' ? x.y : 0;
this.z = typeof x.z === 'number' ? x.z : 0;
} else {
this.x = typeof x === 'number' ? x : 0;
this.y = typeof y === 'number' ? y : 0;
this.z = typeof z === 'number' ? z : 0;
}
};
Vector3d.prototype.reset = function () {
this.x = this.y = this.z = 0;
};
},{}],19:[function(require,module,exports){
/**
* Manages a simulation of physical forces acting on bodies and springs.
*/
module.exports = physicsSimulator;
function physicsSimulator(settings) {
var Spring = require('./lib/spring');
var expose = require('ngraph.expose');
var merge = require('ngraph.merge');
var eventify = require('ngraph.events');
settings = merge(settings, {
/**
* Ideal length for links (springs in physical model).
*/
springLength: 30,
/**
* Hook's law coefficient. 1 - solid spring.
*/
springCoeff: 0.0008,
/**
* Coulomb's law coefficient. It's used to repel nodes thus should be negative
* if you make it positive nodes start attract each other :).
*/
gravity: -1.2,
/**
* Theta coefficient from Barnes Hut simulation. Ranged between (0, 1).
* The closer it's to 1 the more nodes algorithm will have to go through.
* Setting it to one makes Barnes Hut simulation no different from
* brute-force forces calculation (each node is considered).
*/
theta: 0.8,
/**
* Drag force coefficient. Used to slow down system, thus should be less than 1.
* The closer it is to 0 the less tight system will be.
*/
dragCoeff: 0.02,
/**
* Default time step (dt) for forces integration
*/
timeStep : 20,
});
// We allow clients to override basic factory methods:
var createQuadTree = settings.createQuadTree || require('ngraph.quadtreebh');
var createBounds = settings.createBounds || require('./lib/bounds');
var createDragForce = settings.createDragForce || require('./lib/dragForce');
var createSpringForce = settings.createSpringForce || require('./lib/springForce');
var integrate = settings.integrator || require('./lib/eulerIntegrator');
var createBody = settings.createBody || require('./lib/createBody');
var bodies = [], // Bodies in this simulation.
springs = [], // Springs in this simulation.
quadTree = createQuadTree(settings),
bounds = createBounds(bodies, settings),
springForce = createSpringForce(settings),
dragForce = createDragForce(settings);
var bboxNeedsUpdate = true;
var totalMovement = 0; // how much movement we made on last step
var publicApi = {
/**
* Array of bodies, registered with current simulator
*
* Note: To add new body, use addBody() method. This property is only
* exposed for testing/performance purposes.
*/
bodies: bodies,
quadTree: quadTree,
/**
* Array of springs, registered with current simulator
*
* Note: To add new spring, use addSpring() method. This property is only
* exposed for testing/performance purposes.
*/
springs: springs,
/**
* Returns settings with which current simulator was initialized
*/
settings: settings,
/**
* Performs one step of force simulation.
*
* @returns {boolean} true if system is considered stable; False otherwise.
*/
step: function () {
accumulateForces();
var movement = integrate(bodies, settings.timeStep);
bounds.update();
return movement;
},
/**
* Adds body to the system
*
* @param {ngraph.physics.primitives.Body} body physical body
*
* @returns {ngraph.physics.primitives.Body} added body
*/
addBody: function (body) {
if (!body) {
throw new Error('Body is required');
}
bodies.push(body);
return body;
},
/**
* Adds body to the system at given position
*
* @param {Object} pos position of a body
*
* @returns {ngraph.physics.primitives.Body} added body
*/
addBodyAt: function (pos) {
if (!pos) {
throw new Error('Body position is required');
}
var body = createBody(pos);
bodies.push(body);
return body;
},
/**
* Removes body from the system
*
* @param {ngraph.physics.primitives.Body} body to remove
*
* @returns {Boolean} true if body found and removed. falsy otherwise;
*/
removeBody: function (body) {
if (!body) { return; }
var idx = bodies.indexOf(body);
if (idx < 0) { return; }
bodies.splice(idx, 1);
if (bodies.length === 0) {
bounds.reset();
}
return true;
},
/**
* Adds a spring to this simulation.
*
* @returns {Object} - a handle for a spring. If you want to later remove
* spring pass it to removeSpring() method.
*/
addSpring: function (body1, body2, springLength, springWeight, springCoefficient) {
if (!body1 || !body2) {
throw new Error('Cannot add null spring to force simulator');
}
if (typeof springLength !== 'number') {
springLength = -1; // assume global configuration
}
var spring = new Spring(body1, body2, springLength, springCoefficient >= 0 ? springCoefficient : -1, springWeight);
springs.push(spring);
// TODO: could mark simulator as dirty.
return spring;
},
/**
* Returns amount of movement performed on last step() call
*/
getTotalMovement: function () {
return totalMovement;
},
/**
* Removes spring from the system
*
* @param {Object} spring to remove. Spring is an object returned by addSpring
*
* @returns {Boolean} true if spring found and removed. falsy otherwise;
*/
removeSpring: function (spring) {
if (!spring) { return; }
var idx = springs.indexOf(spring);
if (idx > -1) {
springs.splice(idx, 1);
return true;
}
},
getBestNewBodyPosition: function (neighbors) {
return bounds.getBestNewPosition(neighbors);
},
/**
* Returns bounding box which covers all bodies
*/
getBBox: function () {
if (bboxNeedsUpdate) {
bounds.update();
bboxNeedsUpdate = false;
}
return bounds.box;
},
invalidateBBox: function () {
bboxNeedsUpdate = true;
},
gravity: function (value) {
if (value !== undefined) {
settings.gravity = value;
quadTree.options({gravity: value});
return this;
} else {
return settings.gravity;
}
},
theta: function (value) {
if (value !== undefined) {
settings.theta = value;
quadTree.options({theta: value});
return this;
} else {
return settings.theta;
}
}
};
// allow settings modification via public API:
expose(settings, publicApi);
eventify(publicApi);
return publicApi;
function accumulateForces() {
// Accumulate forces acting on bodies.
var body,
i = bodies.length;
if (i) {
// only add bodies if there the array is not empty:
quadTree.insertBodies(bodies); // performance: O(n * log n)
while (i--) {
body = bodies[i];
// If body is pinned there is no point updating its forces - it should
// never move:
if (!body.isPinned) {
body.force.reset();
quadTree.updateBodyForce(body);
dragForce.update(body);
}
}
}
i = springs.length;
while(i--) {
springForce.update(springs[i]);
}
}
};
},{"./lib/bounds":20,"./lib/createBody":21,"./lib/dragForce":22,"./lib/eulerIntegrator":23,"./lib/spring":24,"./lib/springForce":25,"ngraph.events":9,"ngraph.expose":10,"ngraph.merge":17,"ngraph.quadtreebh":26}],20:[function(require,module,exports){
module.exports = function (bodies, settings) {
var random = require('ngraph.random').random(42);
var boundingBox = { x1: 0, y1: 0, x2: 0, y2: 0 };
return {
box: boundingBox,
update: updateBoundingBox,
reset : function () {
boundingBox.x1 = boundingBox.y1 = 0;
boundingBox.x2 = boundingBox.y2 = 0;
},
getBestNewPosition: function (neighbors) {
var graphRect = boundingBox;
var baseX = 0, baseY = 0;
if (neighbors.length) {
for (var i = 0; i < neighbors.length; ++i) {
baseX += neighbors[i].pos.x;
baseY += neighbors[i].pos.y;
}
baseX /= neighbors.length;
baseY /= neighbors.length;
} else {
baseX = (graphRect.x1 + graphRect.x2) / 2;
baseY = (graphRect.y1 + graphRect.y2) / 2;
}
var springLength = settings.springLength;
return {
x: baseX + random.next(springLength) - springLength / 2,
y: baseY + random.next(springLength) - springLength / 2
};
}
};
function updateBoundingBox() {
var i = bodies.length;
if (i === 0) { return; } // don't have to wory here.
var x1 = Number.MAX_VALUE,
y1 = Number.MAX_VALUE,
x2 = Number.MIN_VALUE,
y2 = Number.MIN_VALUE;
while(i--) {
// this is O(n), could it be done faster with quadtree?
// how about pinned nodes?
var body = bodies[i];
if (body.isPinned) {
body.pos.x = body.prevPos.x;
body.pos.y = body.prevPos.y;
} else {
body.prevPos.x = body.pos.x;
body.prevPos.y = body.pos.y;
}
if (body.pos.x < x1) {
x1 = body.pos.x;
}
if (body.pos.x > x2) {
x2 = body.pos.x;
}
if (body.pos.y < y1) {
y1 = body.pos.y;
}
if (body.pos.y > y2) {
y2 = body.pos.y;
}
}
boundingBox.x1 = x1;
boundingBox.x2 = x2;
boundingBox.y1 = y1;
boundingBox.y2 = y2;
}
}
},{"ngraph.random":30}],21:[function(require,module,exports){
var physics = require('ngraph.physics.primitives');
module.exports = function(pos) {
return new physics.Body(pos);
}
},{"ngraph.physics.primitives":18}],22:[function(require,module,exports){
/**
* Represents drag force, which reduces force value on each step by given
* coefficient.
*
* @param {Object} options for the drag force
* @param {Number=} options.dragCoeff drag force coefficient. 0.1 by default
*/
module.exports = function (options) {
var merge = require('ngraph.merge'),
expose = require('ngraph.expose');
options = merge(options, {
dragCoeff: 0.02
});
var api = {
update : function (body) {
body.force.x -= options.dragCoeff * body.velocity.x;
body.force.y -= options.dragCoeff * body.velocity.y;
}
};
// let easy access to dragCoeff:
expose(options, api, ['dragCoeff']);
return api;
};
},{"ngraph.expose":10,"ngraph.merge":17}],23:[function(require,module,exports){
/**
* Performs forces integration, using given timestep. Uses Euler method to solve
* differential equation (http://en.wikipedia.org/wiki/Euler_method ).
*
* @returns {Number} squared distance of total position updates.
*/
module.exports = integrate;
function integrate(bodies, timeStep) {
var dx = 0, tx = 0,
dy = 0, ty = 0,
i,
max = bodies.length;
if (max === 0) {
return 0;
}
for (i = 0; i < max; ++i) {
var body = bodies[i],
coeff = timeStep / body.mass;
body.velocity.x += coeff * body.force.x;
body.velocity.y += coeff * body.force.y;
var vx = body.velocity.x,
vy = body.velocity.y,
v = Math.sqrt(vx * vx + vy * vy);
if (v > 1) {
body.velocity.x = vx / v;
body.velocity.y = vy / v;
}
dx = timeStep * body.velocity.x;
dy = timeStep * body.velocity.y;
body.pos.x += dx;
body.pos.y += dy;
tx += Math.abs(dx); ty += Math.abs(dy);
}
return (tx * tx + ty * ty)/max;
}
},{}],24:[function(require,module,exports){
module.exports = Spring;
/**
* Represents a physical spring. Spring connects two bodies, has rest length
* stiffness coefficient and optional weight
*/
function Spring(fromBody, toBody, length, coeff, weight) {
this.from = fromBody;
this.to = toBody;
this.length = length;
this.coeff = coeff;
this.weight = typeof weight === 'number' ? weight : 1;
};
},{}],25:[function(require,module,exports){
/**
* Represents spring force, which updates forces acting on two bodies, conntected
* by a spring.
*
* @param {Object} options for the spring force
* @param {Number=} options.springCoeff spring force coefficient.
* @param {Number=} options.springLength desired length of a spring at rest.
*/
module.exports = function (options) {
var merge = require('ngraph.merge');
var random = require('ngraph.random').random(42);
var expose = require('ngraph.expose');
options = merge(options, {
springCoeff: 0.0002,
springLength: 80
});
var api = {
/**
* Upsates forces acting on a spring
*/
update : function (spring) {
var body1 = spring.from,
body2 = spring.to,
length = spring.length < 0 ? options.springLength : spring.length,
dx = body2.pos.x - body1.pos.x,
dy = body2.pos.y - body1.pos.y,
r = Math.sqrt(dx * dx + dy * dy);
if (r === 0) {
dx = (random.nextDouble() - 0.5) / 50;
dy = (random.nextDouble() - 0.5) / 50;
r = Math.sqrt(dx * dx + dy * dy);
}
var d = r - length;
var coeff = ((!spring.coeff || spring.coeff < 0) ? options.springCoeff : spring.coeff) * d / r * spring.weight;
body1.force.x += coeff * dx;
body1.force.y += coeff * dy;
body2.force.x -= coeff * dx;
body2.force.y -= coeff * dy;
}
};
expose(options, api, ['springCoeff', 'springLength']);
return api;
}
},{"ngraph.expose":10,"ngraph.merge":17,"ngraph.random":30}],26:[function(require,module,exports){
/**
* This is Barnes Hut simulation algorithm for 2d case. Implementation
* is highly optimized (avoids recusion and gc pressure)
*
* http://www.cs.princeton.edu/courses/archive/fall03/cs126/assignments/barnes-hut.html
*/
module.exports = function(options) {
options = options || {};
options.gravity = typeof options.gravity === 'number' ? options.gravity : -1;
options.theta = typeof options.theta === 'number' ? options.theta : 0.8;
// we require deterministic randomness here
var random = require('ngraph.random').random(1984),
Node = require('./node'),
InsertStack = require('./insertStack'),
isSamePosition = require('./isSamePosition');
var gravity = options.gravity,
updateQueue = [],
insertStack = new InsertStack(),
theta = options.theta,
nodesCache = [],
currentInCache = 0,
root = newNode();
return {
insertBodies: insertBodies,
/**
* Gets root node if its present
*/
getRoot: function() {
return root;
},
updateBodyForce: update,
options: function(newOptions) {
if (newOptions) {
if (typeof newOptions.gravity === 'number') {
gravity = newOptions.gravity;
}
if (typeof newOptions.theta === 'number') {
theta = newOptions.theta;
}
return this;
}
return {
gravity: gravity,
theta: theta
};
}
};
function newNode() {
// To avoid pressure on GC we reuse nodes.
var node = nodesCache[currentInCache];
if (node) {
node.quad0 = null;
node.quad1 = null;
node.quad2 = null;
node.quad3 = null;
node.body = null;
node.mass = node.massX = node.massY = 0;
node.left = node.right = node.top = node.bottom = 0;
} else {
node = new Node();
nodesCache[currentInCache] = node;
}
++currentInCache;
return node;
}
function update(sourceBody) {
var queue = updateQueue,
v,
dx,
dy,
r, fx = 0,
fy = 0,
queueLength = 1,
shiftIdx = 0,
pushIdx = 1;
queue[0] = root;
while (queueLength) {
var node = queue[shiftIdx],
body = node.body;
queueLength -= 1;
shiftIdx += 1;
var differentBody = (body !== sourceBody);
if (body && differentBody) {
// If the current node is a leaf node (and it is not source body),
// calculate the force exerted by the current node on body, and add this
// amount to body's net force.
dx = body.pos.x - sourceBody.pos.x;
dy = body.pos.y - sourceBody.pos.y;
r = Math.sqrt(dx * dx + dy * dy);
if (r === 0) {
// Poor man's protection against zero distance.
dx = (random.nextDouble() - 0.5) / 50;
dy = (random.nextDouble() - 0.5) / 50;
r = Math.sqrt(dx * dx + dy * dy);
}
// This is standard gravition force calculation but we divide
// by r^3 to save two operations when normalizing force vector.
v = gravity * body.mass * sourceBody.mass / (r * r * r);
fx += v * dx;
fy += v * dy;
} else if (differentBody) {
// Otherwise, calculate the ratio s / r, where s is the width of the region
// represented by the internal node, and r is the distance between the body
// and the node's center-of-mass
dx = node.massX / node.mass - sourceBody.pos.x;
dy = node.massY / node.mass - sourceBody.pos.y;
r = Math.sqrt(dx * dx + dy * dy);
if (r === 0) {
// Sorry about code duplucation. I don't want to create many functions
// right away. Just want to see performance first.
dx = (random.nextDouble() - 0.5) / 50;
dy = (random.nextDouble() - 0.5) / 50;
r = Math.sqrt(dx * dx + dy * dy);
}
// If s / r < θ, treat this internal node as a single body, and calculate the
// force it exerts on sourceBody, and add this amount to sourceBody's net force.
if ((node.right - node.left) / r < theta) {
// in the if statement above we consider node's width only
// because the region was squarified during tree creation.
// Thus there is no difference between using width or height.
v = gravity * node.mass * sourceBody.mass / (r * r * r);
fx += v * dx;
fy += v * dy;
} else {
// Otherwise, run the procedure recursively on each of the current node's children.
// I intentionally unfolded this loop, to save several CPU cycles.
if (node.quad0) {
queue[pushIdx] = node.quad0;
queueLength += 1;
pushIdx += 1;
}
if (node.quad1) {
queue[pushIdx] = node.quad1;
queueLength += 1;
pushIdx += 1;
}
if (node.quad2) {
queue[pushIdx] = node.quad2;
queueLength += 1;
pushIdx += 1;
}
if (node.quad3) {
queue[pushIdx] = node.quad3;
queueLength += 1;
pushIdx += 1;
}
}
}
}
sourceBody.force.x += fx;
sourceBody.force.y += fy;
}
function insertBodies(bodies) {
var x1 = Number.MAX_VALUE,
y1 = Number.MAX_VALUE,
x2 = Number.MIN_VALUE,
y2 = Number.MIN_VALUE,
i,
max = bodies.length;
// To reduce quad tree depth we are looking for exact bounding box of all particles.
i = max;
while (i--) {
var x = bodies[i].pos.x;
var y = bodies[i].pos.y;
if (x < x1) {
x1 = x;
}
if (x > x2) {
x2 = x;
}
if (y < y1) {
y1 = y;
}
if (y > y2) {
y2 = y;
}
}
// Squarify the bounds.
var dx = x2 - x1,
dy = y2 - y1;
if (dx > dy) {
y2 = y1 + dx;
} else {
x2 = x1 + dy;
}
currentInCache = 0;
root = newNode();
root.left = x1;
root.right = x2;
root.top = y1;
root.bottom = y2;
i = max - 1;
if (i >= 0) {
root.body = bodies[i];
}
while (i--) {
insert(bodies[i], root);
}
}
function insert(newBody) {
insertStack.reset();
insertStack.push(root, newBody);
while (!insertStack.isEmpty()) {
var stackItem = insertStack.pop(),
node = stackItem.node,
body = stackItem.body;
if (!node.body) {
// This is internal node. Update the total mass of the node and center-of-mass.
var x = body.pos.x;
var y = body.pos.y;
node.mass = node.mass + body.mass;
node.massX = node.massX + body.mass * x;
node.massY = node.massY + body.mass * y;
// Recursively insert the body in the appropriate quadrant.
// But first find the appropriate quadrant.
var quadIdx = 0, // Assume we are in the 0's quad.
left = node.left,
right = (node.right + left) / 2,
top = node.top,
bottom = (node.bottom + top) / 2;
if (x > right) { // somewhere in the eastern part.
quadIdx = quadIdx + 1;
left = right;
right = node.right;
}
if (y > bottom) { // and in south.
quadIdx = quadIdx + 2;
top = bottom;
bottom = node.bottom;
}
var child = getChild(node, quadIdx);
if (!child) {
// The node is internal but this quadrant is not taken. Add
// subnode to it.
child = newNode();
child.left = left;
child.top = top;
child.right = right;
child.bottom = bottom;
child.body = body;
setChild(node, quadIdx, child);
} else {
// continue searching in this quadrant.
insertStack.push(child, body);
}
} else {
// We are trying to add to the leaf node.
// We have to convert current leaf into internal node
// and continue adding two nodes.
var oldBody = node.body;
node.body = null; // internal nodes do not cary bodies
if (isSamePosition(oldBody.pos, body.pos)) {
// Prevent infinite subdivision by bumping one node
// anywhere in this quadrant
var retriesCount = 3;
do {
var offset = random.nextDouble();
var dx = (node.right - node.left) * offset;
var dy = (node.bottom - node.top) * offset;
oldBody.pos.x = node.left + dx;
oldBody.pos.y = node.top + dy;
retriesCount -= 1;
// Make sure we don't bump it out of the box. If we do, next iteration should fix it
} while (retriesCount > 0 && isSamePosition(oldBody.pos, body.pos));
if (retriesCount === 0 && isSamePosition(oldBody.pos, body.pos)) {
// This is very bad, we ran out of precision.
// if we do not return from the method we'll get into
// infinite loop here. So we sacrifice correctness of layout, and keep the app running
// Next layout iteration should get larger bounding box in the first step and fix this
return;
}
}
// Next iteration should subdivide node further.
insertStack.push(node, oldBody);
insertStack.push(node, body);
}
}
}
};
function getChild(node, idx) {
if (idx === 0) return node.quad0;
if (idx === 1) return node.quad1;
if (idx === 2) return node.quad2;
if (idx === 3) return node.quad3;
return null;
}
function setChild(node, idx, child) {
if (idx === 0) node.quad0 = child;
else if (idx === 1) node.quad1 = child;
else if (idx === 2) node.quad2 = child;
else if (idx === 3) node.quad3 = child;
}
},{"./insertStack":27,"./isSamePosition":28,"./node":29,"ngraph.random":30}],27:[function(require,module,exports){
module.exports = InsertStack;
/**
* Our implmentation of QuadTree is non-recursive to avoid GC hit
* This data structure represent stack of elements
* which we are trying to insert into quad tree.
*/
function InsertStack () {
this.stack = [];
this.popIdx = 0;
}
InsertStack.prototype = {
isEmpty: function() {
return this.popIdx === 0;
},
push: function (node, body) {
var item = this.stack[this.popIdx];
if (!item) {
// we are trying to avoid memory pressue: create new element
// only when absolutely necessary
this.stack[this.popIdx] = new InsertStackElement(node, body);
} else {
item.node = node;
item.body = body;
}
++this.popIdx;
},
pop: function () {
if (this.popIdx > 0) {
return this.stack[--this.popIdx];
}
},
reset: function () {
this.popIdx = 0;
}
};
function InsertStackElement(node, body) {
this.node = node; // QuadTree node
this.body = body; // physical body which needs to be inserted to node
}
},{}],28:[function(require,module,exports){
module.exports = function isSamePosition(point1, point2) {
var dx = Math.abs(point1.x - point2.x);
var dy = Math.abs(point1.y - point2.y);
return (dx < 1e-8 && dy < 1e-8);
};
},{}],29:[function(require,module,exports){
/**
* Internal data structure to represent 2D QuadTree node
*/
module.exports = function Node() {
// body stored inside this node. In quad tree only leaf nodes (by construction)
// contain boides:
this.body = null;
// Child nodes are stored in quads. Each quad is presented by number:
// 0 | 1
// -----
// 2 | 3
this.quad0 = null;
this.quad1 = null;
this.quad2 = null;
this.quad3 = null;
// Total mass of current node
this.mass = 0;
// Center of mass coordinates
this.massX = 0;
this.massY = 0;
// bounding box coordinates
this.left = 0;
this.top = 0;
this.bottom = 0;
this.right = 0;
};
},{}],30:[function(require,module,exports){
module.exports = {
random: random,
randomIterator: randomIterator
};
/**
* Creates seeded PRNG with two methods:
* next() and nextDouble()
*/
function random(inputSeed) {
var seed = typeof inputSeed === 'number' ? inputSeed : (+ new Date());
var randomFunc = function() {
// Robert Jenkins' 32 bit integer hash function.
seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff;
seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff;
seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff;
seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff;
seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff;
seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff;
return (seed & 0xfffffff) / 0x10000000;
};
return {
/**
* Generates random integer number in the range from 0 (inclusive) to maxValue (exclusive)
*
* @param maxValue Number REQUIRED. Ommitting this number will result in NaN values from PRNG.
*/
next : function (maxValue) {
return Math.floor(randomFunc() * maxValue);
},
/**
* Generates random double number in the range from 0 (inclusive) to 1 (exclusive)
* This function is the same as Math.random() (except that it could be seeded)
*/
nextDouble : function () {
return randomFunc();
}
};
}
/*
* Creates iterator over array, which returns items of array in random order
* Time complexity is guaranteed to be O(n);
*/
function randomIterator(array, customRandom) {
var localRandom = customRandom || random();
if (typeof localRandom.next !== 'function') {
throw new Error('customRandom does not match expected API: next() function is missing');
}
return {
forEach : function (callback) {
var i, j, t;
for (i = array.length - 1; i > 0; --i) {
j = localRandom.next(i + 1); // i inclusive
t = array[j];
array[j] = array[i];
array[i] = t;
callback(t);
}
if (array.length) {
callback(array[0]);
}
},
/**
* Shuffles array randomly, in place.
*/
shuffle : function () {
var i, j, t;
for (i = array.length - 1; i > 0; --i) {
j = localRandom.next(i + 1); // i inclusive
t = array[j];
array[j] = array[i];
array[i] = t;
}
return array;
}
};
}
},{}],31:[function(require,module,exports){
module.exports = save;
function save(graph, customNodeTransform, customLinkTransform) {
// Object contains `nodes` and `links` arrays.
var result = {
nodes: [],
links: []
};
var nodeTransform = customNodeTransform || defaultTransformForNode;
var linkTransform = customLinkTransform || defaultTransformForLink;
graph.forEachNode(saveNode);
graph.forEachLink(saveLink);
return JSON.stringify(result);
function saveNode(node) {
// Each node of the graph is processed to take only required fields
// `id` and `data`
result.nodes.push(nodeTransform(node));
}
function saveLink(link) {
// Each link of the graph is also processed to take `fromId`, `toId` and
// `data`
result.links.push(linkTransform(link));
}
function defaultTransformForNode(node) {
var result = {
id: node.id
};
// We don't want to store undefined fields when it's not necessary:
if (node.data !== undefined) {
result.data = node.data;
}
return result;
}
function defaultTransformForLink(link) {
var result = {
fromId: link.fromId,
toId: link.toId,
};
if (link.data !== undefined) {
result.data = link.data;
}
return result;
}
}
},{}],32:[function(require,module,exports){
module.exports = svg;
svg.compile = require('./lib/compile');
var compileTemplate = svg.compileTemplate = require('./lib/compile_template');
var domEvents = require('add-event-listener');
var svgns = "http://www.w3.org/2000/svg";
var xlinkns = "http://www.w3.org/1999/xlink";
function svg(element, attrBag) {
var svgElement = augment(element);
if (attrBag === undefined) {
return svgElement;
}
var attributes = Object.keys(attrBag);
for (var i = 0; i < attributes.length; ++i) {
var attributeName = attributes[i];
var value = attrBag[attributeName];
if (attributeName === 'link') {
svgElement.link(value);
} else {
svgElement.attr(attributeName, value);
}
}
return svgElement;
}
function augment(element) {
var svgElement = element;
if (typeof element === "string") {
svgElement = window.document.createElementNS(svgns, element);
} else if (element.simplesvg) {
return element;
}
var compiledTempalte;
svgElement.simplesvg = true; // this is not good, since we are monkey patching svg
svgElement.attr = attr;
svgElement.append = append;
svgElement.link = link;
svgElement.text = text;
// add easy eventing
svgElement.on = on;
svgElement.off = off;
// data binding:
svgElement.dataSource = dataSource;
return svgElement;
function dataSource(model) {
if (!compiledTempalte) compiledTempalte = compileTemplate(svgElement);
compiledTempalte.link(model);
return svgElement;
}
function on(name, cb, useCapture) {
domEvents.addEventListener(svgElement, name, cb, useCapture);
return svgElement;
}
function off(name, cb, useCapture) {
domEvents.removeEventListener(svgElement, name, cb, useCapture);
return svgElement;
}
function append(content) {
var child = svg(content);
svgElement.appendChild(child);
return child;
}
function attr(name, value) {
if (arguments.length === 2) {
if (value !== null) {
svgElement.setAttributeNS(null, name, value);
} else {
svgElement.removeAttributeNS(null, name);
}
return svgElement;
}
return svgElement.getAttributeNS(null, name);
}
function link(target) {
if (arguments.length) {
svgElement.setAttributeNS(xlinkns, "xlink:href", target);
return svgElement;
}
return svgElement.getAttributeNS(xlinkns, "xlink:href");
}
function text(textContent) {
if (textContent !== undefined) {
svgElement.textContent = textContent;
return svgElement;
}
return svgElement.textContent;
}
}
},{"./lib/compile":33,"./lib/compile_template":34,"add-event-listener":2}],33:[function(require,module,exports){
var parser = require('./domparser.js');
var svg = require('../');
module.exports = compile;
function compile(svgText) {
try {
svgText = addNamespaces(svgText);
return svg(parser.parseFromString(svgText, "text/xml").documentElement);
} catch (e) {
throw e;
}
}
function addNamespaces(text) {
if (!text) return;
var namespaces = 'xmlns:svg="http://www.w3.org/2000/svg" xmlns="http://www.w3.org/2000/svg"';
var match = text.match(/^<\w+/);
if (match) {
var tagLength = match[0].length;
return text.substr(0, tagLength) + ' ' + namespaces + ' ' + text.substr(tagLength);
} else {
throw new Error('Cannot parse input text: invalid xml?');
}
}
},{"../":32,"./domparser.js":35}],34:[function(require,module,exports){
module.exports = template;
var BINDING_EXPR = /{{(.+?)}}/;
function template(domNode) {
var allBindings = Object.create(null);
extractAllBindings(domNode, allBindings);
return {
link: function(model) {
Object.keys(allBindings).forEach(function(key) {
var setter = allBindings[key];
setter.forEach(changeModel);
});
function changeModel(setter) {
setter(model);
}
}
};
}
function extractAllBindings(domNode, allBindings) {
var nodeType = domNode.nodeType;
var typeSupported = (nodeType === 1) || (nodeType === 3);
if (!typeSupported) return;
var i;
if (domNode.hasChildNodes()) {
var domChildren = domNode.childNodes;
for (i = 0; i < domChildren.length; ++i) {
extractAllBindings(domChildren[i], allBindings);
}
}
if (nodeType === 3) { // text:
bindTextContent(domNode, allBindings);
}
if (!domNode.attributes) return; // this might be a text. Need to figure out what to do in that case
var attrs = domNode.attributes;
for (i = 0; i < attrs.length; ++i) {
bindDomAttribute(attrs[i], domNode, allBindings);
}
}
function bindDomAttribute(domAttribute, element, allBindings) {
var value = domAttribute.value;
if (!value) return; // unary attribute?
var modelNameMatch = value.match(BINDING_EXPR);
if (!modelNameMatch) return; // does not look like a binding
var attrName = domAttribute.localName;
var modelPropertyName = modelNameMatch[1];
var isSimpleValue = modelPropertyName.indexOf('.') < 0;
if (!isSimpleValue) throw new Error('simplesvg currently does not support nested bindings');
var propertyBindings = allBindings[modelPropertyName];
if (!propertyBindings) {
propertyBindings = allBindings[modelPropertyName] = [attributeSetter];
} else {
propertyBindings.push(attributeSetter);
}
function attributeSetter(model) {
element.setAttributeNS(null, attrName, model[modelPropertyName]);
}
}
function bindTextContent(element, allBindings) {
// todo reduce duplication
var value = element.nodeValue;
if (!value) return; // unary attribute?
var modelNameMatch = value.match(BINDING_EXPR);
if (!modelNameMatch) return; // does not look like a binding
var modelPropertyName = modelNameMatch[1];
var isSimpleValue = modelPropertyName.indexOf('.') < 0;
var propertyBindings = allBindings[modelPropertyName];
if (!propertyBindings) {
propertyBindings = allBindings[modelPropertyName] = [textSetter];
} else {
propertyBindings.push(textSetter);
}
function textSetter(model) {
element.nodeValue = model[modelPropertyName];
}
}
},{}],35:[function(require,module,exports){
module.exports = createDomparser();
function createDomparser() {
if (typeof DOMParser === 'undefined') {
return {
parseFromString: fail
};
}
return new DOMParser();
}
function fail() {
throw new Error('DOMParser is not supported by this platform. Please open issue here https://github.com/anvaka/simplesvg');
}
},{}],36:[function(require,module,exports){
var centrality = require('ngraph.centrality');
module.exports = centralityWrapper;
function centralityWrapper() {
// TODO: This should not be a function
return {
betweennessCentrality: betweennessCentrality,
degreeCentrality: degreeCentrality
};
}
function betweennessCentrality(g) {
var betweenness = centrality.betweenness(g);
return toVivaGraphCentralityFormat(betweenness);
}
function degreeCentrality(g, kind) {
var degree = centrality.degree(g, kind);
return toVivaGraphCentralityFormat(degree);
}
function toVivaGraphCentralityFormat(centrality) {
return Object.keys(centrality).sort(byValue).map(toKeyValue);
function byValue(x, y) {
return centrality[y] - centrality[x];
}
function toKeyValue(key) {
return {
key: key,
value: centrality[key]
};
}
}
},{"ngraph.centrality":4}],37:[function(require,module,exports){
/**
* @fileOverview Contains collection of primitive operations under graph.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = operations;
function operations() {
return {
/**
* Gets graph density, which is a ratio of actual number of edges to maximum
* number of edges. I.e. graph density 1 means all nodes are connected with each other with an edge.
* Density 0 - graph has no edges. Runtime: O(1)
*
* @param graph represents oriented graph structure.
* @param directed (optional boolean) represents if the graph should be treated as a directed graph.
*
* @returns density of the graph if graph has nodes. NaN otherwise. Returns density for undirected graph by default but returns density for directed graph if a boolean 'true' is passed along with the graph.
*/
density : function (graph,directed) {
var nodes = graph.getNodesCount();
if (nodes === 0) {
return NaN;
}
if(directed){
return graph.getLinksCount() / (nodes * (nodes - 1));
} else {
return 2 * graph.getLinksCount() / (nodes * (nodes - 1));
}
}
};
};
},{}],38:[function(require,module,exports){
/**
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = domInputManager;
var dragndrop = require('./dragndrop.js');
function domInputManager(graph, graphics) {
var nodeEvents = {};
return {
/**
* Called by renderer to listen to drag-n-drop events from node. E.g. for SVG
* graphics we may listen to DOM events, whereas for WebGL the graphics
* should provide custom eventing mechanism.
*
* @param node - to be monitored.
* @param handlers - object with set of three callbacks:
* onStart: function(),
* onDrag: function(e, offset),
* onStop: function()
*/
bindDragNDrop: bindDragNDrop
};
function bindDragNDrop(node, handlers) {
var events;
if (handlers) {
var nodeUI = graphics.getNodeUI(node.id);
events = dragndrop(nodeUI);
if (typeof handlers.onStart === 'function') {
events.onStart(handlers.onStart);
}
if (typeof handlers.onDrag === 'function') {
events.onDrag(handlers.onDrag);
}
if (typeof handlers.onStop === 'function') {
events.onStop(handlers.onStop);
}
nodeEvents[node.id] = events;
} else if ((events = nodeEvents[node.id])) {
events.release();
delete nodeEvents[node.id];
}
}
}
},{"./dragndrop.js":39}],39:[function(require,module,exports){
/**
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = dragndrop;
var documentEvents = require('../Utils/documentEvents.js');
var browserInfo = require('../Utils/browserInfo.js');
var findElementPosition = require('../Utils/findElementPosition.js');
// TODO: Move to input namespace
// TODO: Methods should be extracted into the prototype. This class
// does not need to consume so much memory for every tracked element
function dragndrop(element) {
var start,
drag,
end,
scroll,
prevSelectStart,
prevDragStart,
startX = 0,
startY = 0,
dragObject,
touchInProgress = false,
pinchZoomLength = 0,
getMousePos = function (e) {
var posx = 0,
posy = 0;
e = e || window.event;
if (e.pageX || e.pageY) {
posx = e.pageX;
posy = e.pageY;
} else if (e.clientX || e.clientY) {
posx = e.clientX + window.document.body.scrollLeft + window.document.documentElement.scrollLeft;
posy = e.clientY + window.document.body.scrollTop + window.document.documentElement.scrollTop;
}
return [posx, posy];
},
move = function (e, clientX, clientY) {
if (drag) {
drag(e, {x : clientX - startX, y : clientY - startY });
}
startX = clientX;
startY = clientY;
},
stopPropagation = function (e) {
if (e.stopPropagation) { e.stopPropagation(); } else { e.cancelBubble = true; }
},
preventDefault = function (e) {
if (e.preventDefault) { e.preventDefault(); }
},
handleDisabledEvent = function (e) {
stopPropagation(e);
return false;
},
handleMouseMove = function (e) {
e = e || window.event;
move(e, e.clientX, e.clientY);
},
handleMouseDown = function (e) {
e = e || window.event;
if (touchInProgress) {
// modern browsers will fire mousedown for touch events too
// we do not want this, since touch is handled separately.
stopPropagation(e);
return false;
}
// for IE, left click == 1
// for Firefox, left click == 0
var isLeftButton = ((e.button === 1 && window.event !== null) || e.button === 0);
if (isLeftButton) {
startX = e.clientX;
startY = e.clientY;
// TODO: bump zIndex?
dragObject = e.target || e.srcElement;
if (start) { start(e, {x: startX, y : startY}); }
documentEvents.on('mousemove', handleMouseMove);
documentEvents.on('mouseup', handleMouseUp);
stopPropagation(e);
// TODO: What if event already there? Not bullet proof:
prevSelectStart = window.document.onselectstart;
prevDragStart = window.document.ondragstart;
window.document.onselectstart = handleDisabledEvent;
dragObject.ondragstart = handleDisabledEvent;
// prevent text selection (except IE)
return false;
}
},
handleMouseUp = function (e) {
e = e || window.event;
documentEvents.off('mousemove', handleMouseMove);
documentEvents.off('mouseup', handleMouseUp);
window.document.onselectstart = prevSelectStart;
dragObject.ondragstart = prevDragStart;
dragObject = null;
if (end) { end(e); }
},
handleMouseWheel = function (e) {
if (typeof scroll !== 'function') {
return;
}
e = e || window.event;
if (e.preventDefault) {
e.preventDefault();
}
e.returnValue = false;
var delta,
mousePos = getMousePos(e),
elementOffset = findElementPosition(element),
relMousePos = {
x: mousePos[0] - elementOffset[0],
y: mousePos[1] - elementOffset[1]
};
if (e.wheelDelta) {
delta = e.wheelDelta / 360; // Chrome/Safari
} else {
delta = e.detail / -9; // Mozilla
}
scroll(e, delta, relMousePos);
},
updateScrollEvents = function (scrollCallback) {
if (!scroll && scrollCallback) {
// client is interested in scrolling. Start listening to events:
if (browserInfo.browser === 'webkit') {
element.addEventListener('mousewheel', handleMouseWheel, false); // Chrome/Safari
} else {
element.addEventListener('DOMMouseScroll', handleMouseWheel, false); // Others
}
} else if (scroll && !scrollCallback) {
if (browserInfo.browser === 'webkit') {
element.removeEventListener('mousewheel', handleMouseWheel, false); // Chrome/Safari
} else {
element.removeEventListener('DOMMouseScroll', handleMouseWheel, false); // Others
}
}
scroll = scrollCallback;
},
getPinchZoomLength = function(finger1, finger2) {
return (finger1.clientX - finger2.clientX) * (finger1.clientX - finger2.clientX) +
(finger1.clientY - finger2.clientY) * (finger1.clientY - finger2.clientY);
},
handleTouchMove = function (e) {
if (e.touches.length === 1) {
stopPropagation(e);
var touch = e.touches[0];
move(e, touch.clientX, touch.clientY);
} else if (e.touches.length === 2) {
// it's a zoom:
var currentPinchLength = getPinchZoomLength(e.touches[0], e.touches[1]);
var delta = 0;
if (currentPinchLength < pinchZoomLength) {
delta = -1;
} else if (currentPinchLength > pinchZoomLength) {
delta = 1;
}
scroll(e, delta, {x: e.touches[0].clientX, y: e.touches[0].clientY});
pinchZoomLength = currentPinchLength;
stopPropagation(e);
preventDefault(e);
}
},
handleTouchEnd = function (e) {
touchInProgress = false;
documentEvents.off('touchmove', handleTouchMove);
documentEvents.off('touchend', handleTouchEnd);
documentEvents.off('touchcancel', handleTouchEnd);
dragObject = null;
if (end) { end(e); }
},
handleSignleFingerTouch = function (e, touch) {
stopPropagation(e);
preventDefault(e);
startX = touch.clientX;
startY = touch.clientY;
dragObject = e.target || e.srcElement;
if (start) { start(e, {x: startX, y : startY}); }
// TODO: can I enter into the state when touch is in progress
// but it's still a single finger touch?
if (!touchInProgress) {
touchInProgress = true;
documentEvents.on('touchmove', handleTouchMove);
documentEvents.on('touchend', handleTouchEnd);
documentEvents.on('touchcancel', handleTouchEnd);
}
},
handleTouchStart = function (e) {
if (e.touches.length === 1) {
return handleSignleFingerTouch(e, e.touches[0]);
} else if (e.touches.length === 2) {
// handleTouchMove() will care about pinch zoom.
stopPropagation(e);
preventDefault(e);
pinchZoomLength = getPinchZoomLength(e.touches[0], e.touches[1]);
}
// don't care about the rest.
};
element.addEventListener('mousedown', handleMouseDown);
element.addEventListener('touchstart', handleTouchStart);
return {
onStart : function (callback) {
start = callback;
return this;
},
onDrag : function (callback) {
drag = callback;
return this;
},
onStop : function (callback) {
end = callback;
return this;
},
/**
* Occurs when mouse wheel event happens. callback = function(e, scrollDelta, scrollPoint);
*/
onScroll : function (callback) {
updateScrollEvents(callback);
return this;
},
release : function () {
// TODO: could be unsafe. We might wanna release dragObject, etc.
element.removeEventListener('mousedown', handleMouseDown);
element.removeEventListener('touchstart', handleTouchStart);
documentEvents.off('mousemove', handleMouseMove);
documentEvents.off('mouseup', handleMouseUp);
documentEvents.off('touchmove', handleTouchMove);
documentEvents.off('touchend', handleTouchEnd);
documentEvents.off('touchcancel', handleTouchEnd);
updateScrollEvents(null);
}
};
}
},{"../Utils/browserInfo.js":43,"../Utils/documentEvents.js":44,"../Utils/findElementPosition.js":45}],40:[function(require,module,exports){
/**
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = webglInputManager;
var createInputEvents = require('../WebGL/webglInputEvents.js');
function webglInputManager(graph, graphics) {
var inputEvents = createInputEvents(graphics),
draggedNode = null,
internalHandlers = {},
pos = {x : 0, y : 0};
inputEvents.mouseDown(function (node, e) {
draggedNode = node;
pos.x = e.clientX;
pos.y = e.clientY;
inputEvents.mouseCapture(draggedNode);
var handlers = internalHandlers[node.id];
if (handlers && handlers.onStart) {
handlers.onStart(e, pos);
}
return true;
}).mouseUp(function (node) {
inputEvents.releaseMouseCapture(draggedNode);
draggedNode = null;
var handlers = internalHandlers[node.id];
if (handlers && handlers.onStop) {
handlers.onStop();
}
return true;
}).mouseMove(function (node, e) {
if (draggedNode) {
var handlers = internalHandlers[draggedNode.id];
if (handlers && handlers.onDrag) {
handlers.onDrag(e, {x : e.clientX - pos.x, y : e.clientY - pos.y });
}
pos.x = e.clientX;
pos.y = e.clientY;
return true;
}
});
return {
/**
* Called by renderer to listen to drag-n-drop events from node. E.g. for SVG
* graphics we may listen to DOM events, whereas for WebGL we graphics
* should provide custom eventing mechanism.
*
* @param node - to be monitored.
* @param handlers - object with set of three callbacks:
* onStart: function(),
* onDrag: function(e, offset),
* onStop: function()
*/
bindDragNDrop : function (node, handlers) {
internalHandlers[node.id] = handlers;
if (!handlers) {
delete internalHandlers[node.id];
}
}
};
}
},{"../WebGL/webglInputEvents.js":61}],41:[function(require,module,exports){
module.exports = constant;
var merge = require('ngraph.merge');
var random = require('ngraph.random').random;
var Rect = require('../Utils/rect.js');
/**
* Does not really perform any layouting algorithm but is compliant
* with renderer interface. Allowing clients to provide specific positioning
* callback and get static layout of the graph
*
* @param {Viva.Graph.graph} graph to layout
* @param {Object} userSettings
*/
function constant(graph, userSettings) {
userSettings = merge(userSettings, {
maxX : 1024,
maxY : 1024,
seed : 'Deterministic randomness made me do this'
});
// This class simply follows API, it does not use some of the arguments:
/*jshint unused: false */
var rand = random(userSettings.seed),
graphRect = new Rect(Number.MAX_VALUE, Number.MAX_VALUE, Number.MIN_VALUE, Number.MIN_VALUE),
layoutLinks = {},
placeNodeCallback = function (node) {
return {
x: rand.next(userSettings.maxX),
y: rand.next(userSettings.maxY)
};
},
updateGraphRect = function (position, graphRect) {
if (position.x < graphRect.x1) { graphRect.x1 = position.x; }
if (position.x > graphRect.x2) { graphRect.x2 = position.x; }
if (position.y < graphRect.y1) { graphRect.y1 = position.y; }
if (position.y > graphRect.y2) { graphRect.y2 = position.y; }
},
layoutNodes = typeof Object.create === 'function' ? Object.create(null) : {},
ensureNodeInitialized = function (node) {
layoutNodes[node.id] = placeNodeCallback(node);
updateGraphRect(layoutNodes[node.id], graphRect);
},
updateNodePositions = function () {
if (graph.getNodesCount() === 0) { return; }
graphRect.x1 = Number.MAX_VALUE;
graphRect.y1 = Number.MAX_VALUE;
graphRect.x2 = Number.MIN_VALUE;
graphRect.y2 = Number.MIN_VALUE;
graph.forEachNode(ensureNodeInitialized);
},
ensureLinkInitialized = function (link) {
layoutLinks[link.id] = link;
},
onGraphChanged = function(changes) {
for (var i = 0; i < changes.length; ++i) {
var change = changes[i];
if (change.node) {
if (change.changeType === 'add') {
ensureNodeInitialized(change.node);
} else {
delete layoutNodes[change.node.id];
}
} if (change.link) {
if (change.changeType === 'add') {
ensureLinkInitialized(change.link);
} else {
delete layoutLinks[change.link.id];
}
}
}
};
graph.forEachNode(ensureNodeInitialized);
graph.forEachLink(ensureLinkInitialized);
graph.on('changed', onGraphChanged);
return {
/**
* Attempts to layout graph within given number of iterations.
*
* @param {integer} [iterationsCount] number of algorithm's iterations.
* The constant layout ignores this parameter.
*/
run : function (iterationsCount) {
this.step();
},
/**
* One step of layout algorithm.
*/
step : function () {
updateNodePositions();
return true; // no need to continue.
},
/**
* Returns rectangle structure {x1, y1, x2, y2}, which represents
* current space occupied by graph.
*/
getGraphRect : function () {
return graphRect;
},
/**
* Request to release all resources
*/
dispose : function () {
graph.off('change', onGraphChanged);
},
/*
* Checks whether given node is pinned; all nodes in this layout are pinned.
*/
isNodePinned: function (node) {
return true;
},
/*
* Requests layout algorithm to pin/unpin node to its current position
* Pinned nodes should not be affected by layout algorithm and always
* remain at their position
*/
pinNode: function (node, isPinned) {
// noop
},
/*
* Gets position of a node by its id. If node was not seen by this
* layout algorithm undefined value is returned;
*/
getNodePosition: getNodePosition,
/**
* Returns {from, to} position of a link.
*/
getLinkPosition: function (linkId) {
var link = layoutLinks[linkId];
return {
from : getNodePosition(link.fromId),
to : getNodePosition(link.toId)
};
},
/**
* Sets position of a node to a given coordinates
*/
setNodePosition: function (nodeId, x, y) {
var pos = layoutNodes[nodeId];
if (pos) {
pos.x = x;
pos.y = y;
}
},
// Layout specific methods:
/**
* Based on argument either update default node placement callback or
* attempts to place given node using current placement callback.
* Setting new node callback triggers position update for all nodes.
*
* @param {Object} newPlaceNodeCallbackOrNode - if it is a function then
* default node placement callback is replaced with new one. Node placement
* callback has a form of function (node) {}, and is expected to return an
* object with x and y properties set to numbers.
*
* Otherwise if it's not a function the argument is treated as graph node
* and current node placement callback will be used to place it.
*/
placeNode : function (newPlaceNodeCallbackOrNode) {
if (typeof newPlaceNodeCallbackOrNode === 'function') {
placeNodeCallback = newPlaceNodeCallbackOrNode;
updateNodePositions();
return this;
}
// it is not a request to update placeNodeCallback, trying to place
// a node using current callback:
return placeNodeCallback(newPlaceNodeCallbackOrNode);
}
};
function getNodePosition(nodeId) {
return layoutNodes[nodeId];
}
}
},{"../Utils/rect.js":49,"ngraph.merge":17,"ngraph.random":30}],42:[function(require,module,exports){
/**
* This module provides compatibility layer with 0.6.x library. It will be
* removed in the next version
*/
var events = require('ngraph.events');
module.exports = backwardCompatibleEvents;
function backwardCompatibleEvents(g) {
console.log("This method is deprecated. Please use Viva.events() instead");
if (!g) {
return g;
}
var eventsDefined = (g.on !== undefined) ||
(g.off !== undefined) ||
(g.fire !== undefined);
if (eventsDefined) {
// events already defined, ignore
return {
extend: function() {
return g;
},
on: g.on,
stop: g.off
};
}
return {
extend: extend,
on: g.on,
stop: g.off
};
function extend() {
var backwardCompatible = events(g);
backwardCompatible.addEventListener = backwardCompatible.on;
return backwardCompatible;
}
}
},{"ngraph.events":9}],43:[function(require,module,exports){
module.exports = browserInfo();
function browserInfo() {
if (typeof window === "undefined" || !window.hasOwnProperty("navigator")) {
return {
browser : "",
version : "0"
};
}
var ua = window.navigator.userAgent.toLowerCase(),
// Useragent RegExp
rwebkit = /(webkit)[ \/]([\w.]+)/,
ropera = /(opera)(?:.*version)?[ \/]([\w.]+)/,
rmsie = /(msie) ([\w.]+)/,
rmozilla = /(mozilla)(?:.*? rv:([\w.]+))?/,
match = rwebkit.exec(ua) ||
ropera.exec(ua) ||
rmsie.exec(ua) ||
(ua.indexOf("compatible") < 0 && rmozilla.exec(ua)) ||
[];
return {
browser: match[1] || "",
version: match[2] || "0"
};
}
},{}],44:[function(require,module,exports){
var nullEvents = require('./nullEvents.js');
module.exports = createDocumentEvents();
function createDocumentEvents() {
if (typeof document === undefined) {
return nullEvents;
}
return {
on: on,
off: off
};
}
function on(eventName, handler) {
document.addEventListener(eventName, handler);
}
function off(eventName, handler) {
document.removeEventListener(eventName, handler);
}
},{"./nullEvents.js":48}],45:[function(require,module,exports){
/**
* Finds the absolute position of an element on a page
*/
module.exports = findElementPosition;
function findElementPosition(obj) {
var curleft = 0,
curtop = 0;
if (obj.offsetParent) {
do {
curleft += obj.offsetLeft;
curtop += obj.offsetTop;
} while ((obj = obj.offsetParent) !== null);
}
return [curleft, curtop];
}
},{}],46:[function(require,module,exports){
module.exports = getDimension;
function getDimension(container) {
if (!container) {
throw {
message : 'Cannot get dimensions of undefined container'
};
}
// TODO: Potential cross browser bug.
var width = container.clientWidth;
var height = container.clientHeight;
return {
left : 0,
top : 0,
width : width,
height : height
};
}
},{}],47:[function(require,module,exports){
var intersect = require('gintersect');
module.exports = intersectRect;
function intersectRect(left, top, right, bottom, x1, y1, x2, y2) {
return intersect(left, top, left, bottom, x1, y1, x2, y2) ||
intersect(left, bottom, right, bottom, x1, y1, x2, y2) ||
intersect(right, bottom, right, top, x1, y1, x2, y2) ||
intersect(right, top, left, top, x1, y1, x2, y2);
}
},{"gintersect":3}],48:[function(require,module,exports){
module.exports = createNullEvents();
function createNullEvents() {
return {
on: noop,
off: noop,
stop: noop
};
}
function noop() { }
},{}],49:[function(require,module,exports){
module.exports = Rect;
/**
* Very generic rectangle.
*/
function Rect (x1, y1, x2, y2) {
this.x1 = x1 || 0;
this.y1 = y1 || 0;
this.x2 = x2 || 0;
this.y2 = y2 || 0;
}
},{}],50:[function(require,module,exports){
(function (global){
/**
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = createTimer();
function createTimer() {
var lastTime = 0,
vendors = ['ms', 'moz', 'webkit', 'o'],
i,
scope;
if (typeof window !== 'undefined') {
scope = window;
} else if (typeof global !== 'undefined') {
scope = global;
} else {
scope = {
setTimeout: noop,
clearTimeout: noop
};
}
for (i = 0; i < vendors.length && !scope.requestAnimationFrame; ++i) {
var vendorPrefix = vendors[i];
scope.requestAnimationFrame = scope[vendorPrefix + 'RequestAnimationFrame'];
scope.cancelAnimationFrame =
scope[vendorPrefix + 'CancelAnimationFrame'] || scope[vendorPrefix + 'CancelRequestAnimationFrame'];
}
if (!scope.requestAnimationFrame) {
scope.requestAnimationFrame = rafPolyfill;
}
if (!scope.cancelAnimationFrame) {
scope.cancelAnimationFrame = cancelRafPolyfill;
}
return timer;
/**
* Timer that fires callback with given interval (in ms) until
* callback returns true;
*/
function timer(callback) {
var intervalId;
startTimer(); // start it right away.
return {
/**
* Stops execution of the callback
*/
stop: stopTimer,
restart: restart
};
function startTimer() {
intervalId = scope.requestAnimationFrame(startTimer);
if (!callback()) {
stopTimer();
}
}
function stopTimer() {
scope.cancelAnimationFrame(intervalId);
intervalId = 0;
}
function restart() {
if (!intervalId) {
startTimer();
}
}
}
function rafPolyfill(callback) {
var currTime = new Date().getTime();
var timeToCall = Math.max(0, 16 - (currTime - lastTime));
var id = scope.setTimeout(function() {
callback(currTime + timeToCall);
}, timeToCall);
lastTime = currTime + timeToCall;
return id;
}
function cancelRafPolyfill(id) {
scope.clearTimeout(id);
}
}
function noop() {}
}).call(this,typeof global !== "undefined" ? global : typeof self !== "undefined" ? self : typeof window !== "undefined" ? window : {})
},{}],51:[function(require,module,exports){
var nullEvents = require('./nullEvents.js');
module.exports = createDocumentEvents();
function createDocumentEvents() {
if (typeof window === 'undefined') {
return nullEvents;
}
return {
on: on,
off: off
};
}
function on(eventName, handler) {
window.addEventListener(eventName, handler);
}
function off(eventName, handler) {
window.removeEventListener(eventName, handler);
}
},{"./nullEvents.js":48}],52:[function(require,module,exports){
/**
* @fileOverview Defines a graph renderer that uses CSS based drawings.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = renderer;
var eventify = require('ngraph.events');
var forceDirected = require('ngraph.forcelayout');
var svgGraphics = require('./svgGraphics.js');
var windowEvents = require('../Utils/windowEvents.js');
var domInputManager = require('../Input/domInputManager.js');
var timer = require('../Utils/timer.js');
var getDimension = require('../Utils/getDimensions.js');
var dragndrop = require('../Input/dragndrop.js');
/**
* This is heart of the rendering. Class accepts graph to be rendered and rendering settings.
* It monitors graph changes and depicts them accordingly.
*
* @param graph - Viva.Graph.graph() object to be rendered.
* @param settings - rendering settings, composed from the following parts (with their defaults shown):
* settings = {
* // Represents a module that is capable of displaying graph nodes and links.
* // all graphics has to correspond to defined interface and can be later easily
* // replaced for specific needs (e.g. adding WebGL should be piece of cake as long
* // as WebGL has implemented required interface). See svgGraphics for example.
* graphics : Viva.Graph.View.svgGraphics(),
*
* // Where the renderer should draw graph. Container size matters, because
* // renderer will attempt center graph to that size. Also graphics modules
* // might depend on it.
* container : document.body,
*
* // Defines whether graph can respond to use input
* interactive: true,
*
* // Layout algorithm to be used. The algorithm is expected to comply with defined
* // interface and is expected to be iterative. Renderer will use it then to calculate
* // graph's layout. For examples of the interface refer to Viva.Graph.Layout.forceDirected()
* layout : Viva.Graph.Layout.forceDirected(),
*
* // Directs renderer to display links. Usually rendering links is the slowest part of this
* // library. So if you don't need to display links, consider settings this property to false.
* renderLinks : true,
*
* // Number of layout iterations to run before displaying the graph. The bigger you set this number
* // the closer to ideal position graph will appear first time. But be careful: for large graphs
* // it can freeze the browser.
* prerender : 0
* }
*/
function renderer(graph, settings) {
// TODO: This class is getting hard to understand. Consider refactoring.
// TODO: I have a technical debt here: fix scaling/recentering! Currently it's a total mess.
var FRAME_INTERVAL = 30;
settings = settings || {};
var layout = settings.layout,
graphics = settings.graphics,
container = settings.container,
interactive = settings.interactive !== undefined ? settings.interactive : true,
inputManager,
animationTimer,
rendererInitialized = false,
updateCenterRequired = true,
isStable = false,
userInteraction = false,
isPaused = false,
transform = {
offsetX: 0,
offsetY: 0,
scale: 1
},
publicEvents = eventify({}),
containerDrag;
return {
/**
* Performs rendering of the graph.
*
* @param iterationsCount if specified renderer will run only given number of iterations
* and then stop. Otherwise graph rendering is performed indefinitely.
*
* Note: if rendering stopped by used started dragging nodes or new nodes were added to the
* graph renderer will give run more iterations to reflect changes.
*/
run: function(iterationsCount) {
if (!rendererInitialized) {
prepareSettings();
prerender();
initDom();
updateCenter();
listenToEvents();
rendererInitialized = true;
}
renderIterations(iterationsCount);
return this;
},
reset: function() {
graphics.resetScale();
updateCenter();
transform.scale = 1;
},
pause: function() {
isPaused = true;
animationTimer.stop();
},
resume: function() {
isPaused = false;
animationTimer.restart();
},
rerender: function() {
renderGraph();
return this;
},
zoomOut: function() {
return scale(true);
},
zoomIn: function() {
return scale(false);
},
/**
* Returns current transformation matrix.
*/
getTransform: function() {
return transform;
},
/**
* Centers renderer at x,y graph's coordinates
*/
moveTo: function(x, y) {
graphics.graphCenterChanged(transform.offsetX - x * transform.scale, transform.offsetY - y * transform.scale);
renderGraph();
},
/**
* Gets current graphics object
*/
getGraphics: function() {
return graphics;
},
getLayout: function() {
return layout;
},
/**
* Removes this renderer and deallocates all resources/timers
*/
dispose: function() {
stopListenToEvents(); // I quit!
},
on: function(eventName, callback) {
publicEvents.on(eventName, callback);
return this;
},
off: function(eventName, callback) {
publicEvents.off(eventName, callback);
return this;
}
};
/**
* Checks whether given interaction (node/scroll) is enabled
*/
function isInteractive(interactionName) {
if (typeof interactive === 'string') {
return interactive.indexOf(interactionName) >= 0;
} else if (typeof interactive === 'boolean') {
return interactive;
}
return true; // default setting
}
function prepareSettings() {
container = container || window.document.body;
layout = layout || forceDirected(graph, {
springLength: 80,
springCoeff: 0.0002,
});
graphics = graphics || svgGraphics(graph, {
container: container
});
if (!settings.hasOwnProperty('renderLinks')) {
settings.renderLinks = true;
}
settings.prerender = settings.prerender || 0;
inputManager = (graphics.inputManager || domInputManager)(graph, graphics);
}
function renderGraph() {
graphics.beginRender();
// todo: move this check graphics
if (settings.renderLinks) {
graphics.renderLinks();
}
graphics.renderNodes();
graphics.endRender();
}
function onRenderFrame() {
isStable = layout.step() && !userInteraction;
renderGraph();
return !isStable;
}
function renderIterations(iterationsCount) {
if (animationTimer) {
return;
}
if (iterationsCount !== undefined) {
animationTimer = timer(function() {
iterationsCount -= 1;
if (iterationsCount < 0) {
var needMoreFrames = false;
return needMoreFrames;
}
return onRenderFrame();
}, FRAME_INTERVAL);
} else {
animationTimer = timer(onRenderFrame, FRAME_INTERVAL);
}
}
function resetStable() {
if (isPaused) {
return;
}
isStable = false;
animationTimer.restart();
}
function prerender() {
// To get good initial positions for the graph
// perform several prerender steps in background.
if (typeof settings.prerender === 'number' && settings.prerender > 0) {
for (var i = 0; i < settings.prerender; i += 1) {
layout.step();
}
}
}
function updateCenter() {
var graphRect = layout.getGraphRect(),
containerSize = getDimension(container);
var cx = (graphRect.x2 + graphRect.x1) / 2;
var cy = (graphRect.y2 + graphRect.y1) / 2;
transform.offsetX = containerSize.width / 2 - (cx * transform.scale - cx);
transform.offsetY = containerSize.height / 2 - (cy * transform.scale - cy);
graphics.graphCenterChanged(transform.offsetX, transform.offsetY);
updateCenterRequired = false;
}
function createNodeUi(node) {
var nodePosition = layout.getNodePosition(node.id);
graphics.addNode(node, nodePosition);
}
function removeNodeUi(node) {
graphics.releaseNode(node);
}
function createLinkUi(link) {
var linkPosition = layout.getLinkPosition(link.id);
graphics.addLink(link, linkPosition);
}
function removeLinkUi(link) {
graphics.releaseLink(link);
}
function listenNodeEvents(node) {
if (!isInteractive('node')) {
return;
}
var wasPinned = false;
// TODO: This may not be memory efficient. Consider reusing handlers object.
inputManager.bindDragNDrop(node, {
onStart: function() {
wasPinned = layout.isNodePinned(node);
layout.pinNode(node, true);
userInteraction = true;
resetStable();
},
onDrag: function(e, offset) {
var oldPos = layout.getNodePosition(node.id);
layout.setNodePosition(node.id,
oldPos.x + offset.x / transform.scale,
oldPos.y + offset.y / transform.scale);
userInteraction = true;
renderGraph();
},
onStop: function() {
layout.pinNode(node, wasPinned);
userInteraction = false;
}
});
}
function releaseNodeEvents(node) {
inputManager.bindDragNDrop(node, null);
}
function initDom() {
graphics.init(container);
graph.forEachNode(createNodeUi);
if (settings.renderLinks) {
graph.forEachLink(createLinkUi);
}
}
function releaseDom() {
graphics.release(container);
}
function processNodeChange(change) {
var node = change.node;
if (change.changeType === 'add') {
createNodeUi(node);
listenNodeEvents(node);
if (updateCenterRequired) {
updateCenter();
}
} else if (change.changeType === 'remove') {
releaseNodeEvents(node);
removeNodeUi(node);
if (graph.getNodesCount() === 0) {
updateCenterRequired = true; // Next time when node is added - center the graph.
}
} else if (change.changeType === 'update') {
releaseNodeEvents(node);
removeNodeUi(node);
createNodeUi(node);
listenNodeEvents(node);
}
}
function processLinkChange(change) {
var link = change.link;
if (change.changeType === 'add') {
if (settings.renderLinks) {
createLinkUi(link);
}
} else if (change.changeType === 'remove') {
if (settings.renderLinks) {
removeLinkUi(link);
}
} else if (change.changeType === 'update') {
throw 'Update type is not implemented. TODO: Implement me!';
}
}
function onGraphChanged(changes) {
var i, change;
for (i = 0; i < changes.length; i += 1) {
change = changes[i];
if (change.node) {
processNodeChange(change);
} else if (change.link) {
processLinkChange(change);
}
}
resetStable();
}
function onWindowResized() {
updateCenter();
onRenderFrame();
}
function releaseContainerDragManager() {
if (containerDrag) {
containerDrag.release();
containerDrag = null;
}
}
function releaseGraphEvents() {
graph.off('changed', onGraphChanged);
}
function scale(out, scrollPoint) {
if (!scrollPoint) {
var containerSize = getDimension(container);
scrollPoint = {
x: containerSize.width / 2,
y: containerSize.height / 2
};
}
var scaleFactor = Math.pow(1 + 0.4, out ? -0.2 : 0.2);
transform.scale = graphics.scale(scaleFactor, scrollPoint);
renderGraph();
publicEvents.fire('scale', transform.scale);
return transform.scale;
}
function listenToEvents() {
windowEvents.on('resize', onWindowResized);
releaseContainerDragManager();
if (isInteractive('drag')) {
containerDrag = dragndrop(container);
containerDrag.onDrag(function(e, offset) {
graphics.translateRel(offset.x, offset.y);
renderGraph();
publicEvents.fire('drag', offset);
});
}
if (isInteractive('scroll')) {
if (!containerDrag) {
containerDrag = dragndrop(container);
}
containerDrag.onScroll(function(e, scaleOffset, scrollPoint) {
scale(scaleOffset < 0, scrollPoint);
});
}
graph.forEachNode(listenNodeEvents);
releaseGraphEvents();
graph.on('changed', onGraphChanged);
}
function stopListenToEvents() {
rendererInitialized = false;
releaseGraphEvents();
releaseContainerDragManager();
windowEvents.off('resize', onWindowResized);
publicEvents.off();
animationTimer.stop();
graph.forEachLink(function(link) {
if (settings.renderLinks) {
removeLinkUi(link);
}
});
graph.forEachNode(function(node) {
releaseNodeEvents(node);
removeNodeUi(node);
});
layout.dispose();
releaseDom();
}
}
},{"../Input/domInputManager.js":38,"../Input/dragndrop.js":39,"../Utils/getDimensions.js":46,"../Utils/timer.js":50,"../Utils/windowEvents.js":51,"./svgGraphics.js":53,"ngraph.events":9,"ngraph.forcelayout":11}],53:[function(require,module,exports){
/**
* @fileOverview Defines a graph renderer that uses SVG based drawings.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = svgGraphics;
var svg = require('simplesvg');
var eventify = require('ngraph.events');
var domInputManager = require('../Input/domInputManager.js');
/**
* Performs svg-based graph rendering. This module does not perform
* layout, but only visualizes nodes and edges of the graph.
*/
function svgGraphics() {
var svgContainer,
svgRoot,
offsetX = 0,
offsetY = 0,
initCallback,
actualScale = 1,
allNodes = {},
allLinks = {},
/*jshint unused: false */
nodeBuilder = function (node) {
return svg("rect")
.attr("width", 10)
.attr("height", 10)
.attr("fill", "#00a2e8");
},
nodePositionCallback = function (nodeUI, pos) {
// TODO: Remove magic 5. It should be half of the width or height of the node.
nodeUI.attr("x", pos.x - 5)
.attr("y", pos.y - 5);
},
linkBuilder = function (link) {
return svg("line").attr("stroke", "#999");
},
linkPositionCallback = function (linkUI, fromPos, toPos) {
linkUI.attr("x1", fromPos.x)
.attr("y1", fromPos.y)
.attr("x2", toPos.x)
.attr("y2", toPos.y);
},
fireRescaled = function (graphics) {
// TODO: maybe we shall copy changes?
graphics.fire("rescaled");
},
cachedPos = {x : 0, y: 0},
cachedFromPos = {x : 0, y: 0},
cachedToPos = {x : 0, y: 0},
updateTransform = function () {
if (svgContainer) {
var transform = "matrix(" + actualScale + ", 0, 0," + actualScale + "," + offsetX + "," + offsetY + ")";
svgContainer.attr("transform", transform);
}
};
svgRoot = createSvgRoot();
var graphics = {
getNodeUI: function (nodeId) {
return allNodes[nodeId];
},
getLinkUI: function (linkId) {
return allLinks[linkId];
},
/**
* Sets the callback that creates node representation.
*
* @param builderCallback a callback function that accepts graph node
* as a parameter and must return an element representing this node.
*
* @returns If builderCallbackOrNode is a valid callback function, instance of this is returned;
* Otherwise undefined value is returned
*/
node : function (builderCallback) {
if (typeof builderCallback !== "function") {
return; // todo: throw? This is not compatible with old versions
}
nodeBuilder = builderCallback;
return this;
},
/**
* Sets the callback that creates link representation
*
* @param builderCallback a callback function that accepts graph link
* as a parameter and must return an element representing this link.
*
* @returns If builderCallback is a valid callback function, instance of this is returned;
* Otherwise undefined value is returned.
*/
link : function (builderCallback) {
if (typeof builderCallback !== "function") {
return; // todo: throw? This is not compatible with old versions
}
linkBuilder = builderCallback;
return this;
},
/**
* Allows to override default position setter for the node with a new
* function. newPlaceCallback(nodeUI, position, node) is function which
* is used by updateNodePosition().
*/
placeNode : function (newPlaceCallback) {
nodePositionCallback = newPlaceCallback;
return this;
},
placeLink : function (newPlaceLinkCallback) {
linkPositionCallback = newPlaceLinkCallback;
return this;
},
/**
* Called every before renderer starts rendering.
*/
beginRender : function () {},
/**
* Called every time when renderer finishes one step of rendering.
*/
endRender : function () {},
/**
* Sets translate operation that should be applied to all nodes and links.
*/
graphCenterChanged : function (x, y) {
offsetX = x;
offsetY = y;
updateTransform();
},
/**
* Default input manager listens to DOM events to process nodes drag-n-drop
*/
inputManager : domInputManager,
translateRel : function (dx, dy) {
var p = svgRoot.createSVGPoint(),
t = svgContainer.getCTM(),
origin = svgRoot.createSVGPoint().matrixTransform(t.inverse());
p.x = dx;
p.y = dy;
p = p.matrixTransform(t.inverse());
p.x = (p.x - origin.x) * t.a;
p.y = (p.y - origin.y) * t.d;
t.e += p.x;
t.f += p.y;
var transform = "matrix(" + t.a + ", 0, 0," + t.d + "," + t.e + "," + t.f + ")";
svgContainer.attr("transform", transform);
},
scale : function (scaleFactor, scrollPoint) {
var p = svgRoot.createSVGPoint();
p.x = scrollPoint.x;
p.y = scrollPoint.y;
p = p.matrixTransform(svgContainer.getCTM().inverse()); // translate to SVG coordinates
// Compute new scale matrix in current mouse position
var k = svgRoot.createSVGMatrix().translate(p.x, p.y).scale(scaleFactor).translate(-p.x, -p.y),
t = svgContainer.getCTM().multiply(k);
actualScale = t.a;
offsetX = t.e;
offsetY = t.f;
var transform = "matrix(" + t.a + ", 0, 0," + t.d + "," + t.e + "," + t.f + ")";
svgContainer.attr("transform", transform);
fireRescaled(this);
return actualScale;
},
resetScale : function () {
actualScale = 1;
var transform = "matrix(1, 0, 0, 1, 0, 0)";
svgContainer.attr("transform", transform);
fireRescaled(this);
return this;
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render.
*/
init : function (container) {
container.appendChild(svgRoot);
updateTransform();
// Notify the world if someone waited for update. TODO: should send an event
if (typeof initCallback === "function") {
initCallback(svgRoot);
}
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider release occupied resources.
*/
release : function (container) {
if (svgRoot && container) {
container.removeChild(svgRoot);
}
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render given link of the graph
*
* @param link - model of a link
*/
addLink: function (link, pos) {
var linkUI = linkBuilder(link);
if (!linkUI) { return; }
linkUI.position = pos;
linkUI.link = link;
allLinks[link.id] = linkUI;
if (svgContainer.childElementCount > 0) {
svgContainer.insertBefore(linkUI, svgContainer.firstChild);
} else {
svgContainer.appendChild(linkUI);
}
return linkUI;
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider remove link from rendering surface.
*
* @param linkUI visual representation of the link created by link() execution.
**/
releaseLink : function (link) {
var linkUI = allLinks[link.id];
if (linkUI) {
svgContainer.removeChild(linkUI);
delete allLinks[link.id];
}
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render given node of the graph.
*
* @param nodeUI visual representation of the node created by node() execution.
**/
addNode : function (node, pos) {
var nodeUI = nodeBuilder(node);
if (!nodeUI) {
return;
}
nodeUI.position = pos;
nodeUI.node = node;
allNodes[node.id] = nodeUI;
svgContainer.appendChild(nodeUI);
return nodeUI;
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider remove node from rendering surface.
*
* @param node graph's node
**/
releaseNode : function (node) {
var nodeUI = allNodes[node.id];
if (nodeUI) {
svgContainer.removeChild(nodeUI);
delete allNodes[node.id];
}
},
renderNodes : function () {
for (var key in allNodes) {
if (allNodes.hasOwnProperty(key)) {
var nodeUI = allNodes[key];
cachedPos.x = nodeUI.position.x;
cachedPos.y = nodeUI.position.y;
nodePositionCallback(nodeUI, cachedPos, nodeUI.node);
}
}
},
renderLinks : function () {
for (var key in allLinks) {
if (allLinks.hasOwnProperty(key)) {
var linkUI = allLinks[key];
cachedFromPos.x = linkUI.position.from.x;
cachedFromPos.y = linkUI.position.from.y;
cachedToPos.x = linkUI.position.to.x;
cachedToPos.y = linkUI.position.to.y;
linkPositionCallback(linkUI, cachedFromPos, cachedToPos, linkUI.link);
}
}
},
/**
* Returns root element which hosts graphics.
*/
getGraphicsRoot : function (callbackWhenReady) {
// todo: should fire an event, instead of having this context.
if (typeof callbackWhenReady === "function") {
if (svgRoot) {
callbackWhenReady(svgRoot);
} else {
initCallback = callbackWhenReady;
}
}
return svgRoot;
},
/**
* Returns root SVG element.
*
* Note: This is internal method specific to this renderer
*/
getSvgRoot : function () {
return svgRoot;
}
};
// Let graphics fire events before we return it to the caller.
eventify(graphics);
return graphics;
function createSvgRoot() {
var svgRoot = svg("svg");
svgContainer = svg("g")
.attr("buffered-rendering", "dynamic");
svgRoot.appendChild(svgContainer);
return svgRoot;
}
}
},{"../Input/domInputManager.js":38,"ngraph.events":9,"simplesvg":32}],54:[function(require,module,exports){
/**
* @fileOverview Defines a graph renderer that uses WebGL based drawings.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = webglGraphics;
var webglInputManager = require('../Input/webglInputManager.js');
var webglLinkProgram = require('../WebGL/webglLinkProgram.js');
var webglNodeProgram = require('../WebGL/webglNodeProgram.js');
var webglSquare = require('../WebGL/webglSquare.js');
var webglLine = require('../WebGL/webglLine.js');
var eventify = require('ngraph.events');
var merge = require('ngraph.merge');
/**
* Performs webgl-based graph rendering. This module does not perform
* layout, but only visualizes nodes and edges of the graph.
*
* @param options - to customize graphics behavior. Currently supported parameter
* enableBlending - true by default, allows to use transparency in node/links colors.
* preserveDrawingBuffer - false by default, tells webgl to preserve drawing buffer.
* See https://www.khronos.org/registry/webgl/specs/1.0/#5.2
*/
function webglGraphics(options) {
options = merge(options, {
enableBlending : true,
preserveDrawingBuffer : false,
clearColor: false,
clearColorValue : {
r : 1,
g : 1,
b : 1,
a : 1
}
});
var container,
graphicsRoot,
gl,
width,
height,
nodesCount = 0,
linksCount = 0,
transform = [
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
],
userPlaceNodeCallback,
userPlaceLinkCallback,
nodes = [],
links = [],
initCallback,
allNodes = {},
allLinks = {},
linkProgram = webglLinkProgram(),
nodeProgram = webglNodeProgram(),
/*jshint unused: false */
nodeUIBuilder = function (node) {
return webglSquare(); // Just make a square, using provided gl context (a nodeProgram);
},
linkUIBuilder = function (link) {
return webglLine(0xb3b3b3ff);
},
/*jshint unused: true */
updateTransformUniform = function () {
linkProgram.updateTransform(transform);
nodeProgram.updateTransform(transform);
},
resetScaleInternal = function () {
transform = [1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1];
},
updateSize = function () {
if (container && graphicsRoot) {
width = graphicsRoot.width = Math.max(container.offsetWidth, 1);
height = graphicsRoot.height = Math.max(container.offsetHeight, 1);
if (gl) { gl.viewport(0, 0, width, height); }
if (linkProgram) { linkProgram.updateSize(width / 2, height / 2); }
if (nodeProgram) { nodeProgram.updateSize(width / 2, height / 2); }
}
},
fireRescaled = function (graphics) {
graphics.fire("rescaled");
};
graphicsRoot = window.document.createElement("canvas");
var graphics = {
getLinkUI: function (linkId) {
return allLinks[linkId];
},
getNodeUI: function (nodeId) {
return allNodes[nodeId];
},
/**
* Sets the callback that creates node representation.
*
* @param builderCallback a callback function that accepts graph node
* as a parameter and must return an element representing this node.
*
* @returns If builderCallbackOrNode is a valid callback function, instance of this is returned;
* Otherwise undefined value is returned
*/
node : function (builderCallback) {
if (typeof builderCallback !== "function") {
return; // todo: throw? This is not compatible with old versions
}
nodeUIBuilder = builderCallback;
return this;
},
/**
* Sets the callback that creates link representation
*
* @param builderCallback a callback function that accepts graph link
* as a parameter and must return an element representing this link.
*
* @returns If builderCallback is a valid callback function, instance of this is returned;
* Otherwise undefined value is returned.
*/
link : function (builderCallback) {
if (typeof builderCallback !== "function") {
return; // todo: throw? This is not compatible with old versions
}
linkUIBuilder = builderCallback;
return this;
},
/**
* Allows to override default position setter for the node with a new
* function. newPlaceCallback(nodeUI, position) is function which
* is used by updateNodePosition().
*/
placeNode : function (newPlaceCallback) {
userPlaceNodeCallback = newPlaceCallback;
return this;
},
placeLink : function (newPlaceLinkCallback) {
userPlaceLinkCallback = newPlaceLinkCallback;
return this;
},
/**
* Custom input manager listens to mouse events to process nodes drag-n-drop inside WebGL canvas
*/
inputManager : webglInputManager,
/**
* Called every time before renderer starts rendering.
*/
beginRender : function () {
// this function could be replaced by this.init,
// based on user options.
},
/**
* Called every time when renderer finishes one step of rendering.
*/
endRender : function () {
if (linksCount > 0) {
linkProgram.render();
}
if (nodesCount > 0) {
nodeProgram.render();
}
},
bringLinkToFront : function (linkUI) {
var frontLinkId = linkProgram.getFrontLinkId(),
srcLinkId,
temp;
linkProgram.bringToFront(linkUI);
if (frontLinkId > linkUI.id) {
srcLinkId = linkUI.id;
temp = links[frontLinkId];
links[frontLinkId] = links[srcLinkId];
links[frontLinkId].id = frontLinkId;
links[srcLinkId] = temp;
links[srcLinkId].id = srcLinkId;
}
},
/**
* Sets translate operation that should be applied to all nodes and links.
*/
graphCenterChanged : function (x, y) {
transform[12] = (2 * x / width) - 1;
transform[13] = 1 - (2 * y / height);
updateTransformUniform();
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render given link of the graph
*
* @param link - model of a link
*/
addLink: function (link, boundPosition) {
var uiid = linksCount++,
ui = linkUIBuilder(link);
ui.id = uiid;
ui.pos = boundPosition;
linkProgram.createLink(ui);
links[uiid] = ui;
allLinks[link.id] = ui;
return ui;
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render given node of the graph.
*
* @param nodeUI visual representation of the node created by node() execution.
**/
addNode : function (node, boundPosition) {
var uiid = nodesCount++,
ui = nodeUIBuilder(node);
ui.id = uiid;
ui.position = boundPosition;
ui.node = node;
nodeProgram.createNode(ui);
nodes[uiid] = ui;
allNodes[node.id] = ui;
return ui;
},
translateRel : function (dx, dy) {
transform[12] += (2 * transform[0] * dx / width) / transform[0];
transform[13] -= (2 * transform[5] * dy / height) / transform[5];
updateTransformUniform();
},
scale : function (scaleFactor, scrollPoint) {
// Transform scroll point to clip-space coordinates:
var cx = 2 * scrollPoint.x / width - 1,
cy = 1 - (2 * scrollPoint.y) / height;
cx -= transform[12];
cy -= transform[13];
transform[12] += cx * (1 - scaleFactor);
transform[13] += cy * (1 - scaleFactor);
transform[0] *= scaleFactor;
transform[5] *= scaleFactor;
updateTransformUniform();
fireRescaled(this);
return transform[0];
},
resetScale : function () {
resetScaleInternal();
if (gl) {
updateSize();
// TODO: what is this?
// gl.useProgram(linksProgram);
// gl.uniform2f(linksProgram.screenSize, width, height);
updateTransformUniform();
}
return this;
},
/**
* Resizes the graphic without resetting the scale.
* Useful with viva graph in a dynamic container
*/
updateSize: updateSize,
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider prepare to render.
*/
init : function (c) {
var contextParameters = {};
if (options.preserveDrawingBuffer) {
contextParameters.preserveDrawingBuffer = true;
}
container = c;
updateSize();
resetScaleInternal();
container.appendChild(graphicsRoot);
gl = graphicsRoot.getContext("experimental-webgl", contextParameters);
if (!gl) {
var msg = "Could not initialize WebGL. Seems like the browser doesn't support it.";
window.alert(msg);
throw msg;
}
if (options.enableBlending) {
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
gl.enable(gl.BLEND);
}
if (options.clearColor) {
var color = options.clearColorValue;
gl.clearColor(color.r, color.g, color.b, color.a);
// TODO: not the best way, really. Should come up with something better
// what if we need more updates inside beginRender, like depth buffer?
this.beginRender = function () {
gl.clear(gl.COLOR_BUFFER_BIT);
};
}
linkProgram.load(gl);
linkProgram.updateSize(width / 2, height / 2);
nodeProgram.load(gl);
nodeProgram.updateSize(width / 2, height / 2);
updateTransformUniform();
// Notify the world if someone waited for update. TODO: should send an event
if (typeof initCallback === "function") {
initCallback(graphicsRoot);
}
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider release occupied resources.
*/
release : function (container) {
if (graphicsRoot && container) {
container.removeChild(graphicsRoot);
// TODO: anything else?
}
},
/**
* Checks whether webgl is supported by this browser.
*/
isSupported : function () {
var c = window.document.createElement("canvas"),
gl = c && c.getContext && c.getContext("experimental-webgl");
return gl;
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider remove link from rendering surface.
*
* @param linkUI visual representation of the link created by link() execution.
**/
releaseLink : function (link) {
if (linksCount > 0) { linksCount -= 1; }
var linkUI = allLinks[link.id];
delete allLinks[link.id];
linkProgram.removeLink(linkUI);
var linkIdToRemove = linkUI.id;
if (linkIdToRemove < linksCount) {
if (linksCount === 0 || linksCount === linkIdToRemove) {
return; // no more links or removed link is the last one.
}
var lastLinkUI = links[linksCount];
links[linkIdToRemove] = lastLinkUI;
lastLinkUI.id = linkIdToRemove;
}
},
/**
* Called by Viva.Graph.View.renderer to let concrete graphic output
* provider remove node from rendering surface.
*
* @param nodeUI visual representation of the node created by node() execution.
**/
releaseNode : function (node) {
if (nodesCount > 0) { nodesCount -= 1; }
var nodeUI = allNodes[node.id];
delete allNodes[node.id];
nodeProgram.removeNode(nodeUI);
var nodeIdToRemove = nodeUI.id;
if (nodeIdToRemove < nodesCount) {
if (nodesCount === 0 || nodesCount === nodeIdToRemove) {
return; // no more nodes or removed node is the last in the list.
}
var lastNodeUI = nodes[nodesCount];
nodes[nodeIdToRemove] = lastNodeUI;
lastNodeUI.id = nodeIdToRemove;
// Since concrete shaders may cache properties in the UI element
// we are letting them to make this swap (e.g. image node shader
// uses this approach to update node's offset in the atlas)
nodeProgram.replaceProperties(nodeUI, lastNodeUI);
}
},
renderNodes: function () {
var pos = {x : 0, y : 0};
// WebGL coordinate system is different. Would be better
// to have this transform in the shader code, but it would
// require every shader to be updated..
for (var i = 0; i < nodesCount; ++i) {
var ui = nodes[i];
pos.x = ui.position.x;
pos.y = ui.position.y;
if (userPlaceNodeCallback) {
userPlaceNodeCallback(ui, pos);
}
nodeProgram.position(ui, pos);
}
},
renderLinks: function () {
if (this.omitLinksRendering) { return; }
var toPos = {x : 0, y : 0};
var fromPos = {x : 0, y : 0};
for (var i = 0; i < linksCount; ++i) {
var ui = links[i];
var pos = ui.pos.from;
fromPos.x = pos.x;
fromPos.y = -pos.y;
pos = ui.pos.to;
toPos.x = pos.x;
toPos.y = -pos.y;
if (userPlaceLinkCallback) {
userPlaceLinkCallback(ui, fromPos, toPos);
}
linkProgram.position(ui, fromPos, toPos);
}
},
/**
* Returns root element which hosts graphics.
*/
getGraphicsRoot : function (callbackWhenReady) {
// todo: should fire an event, instead of having this context.
if (typeof callbackWhenReady === "function") {
if (graphicsRoot) {
callbackWhenReady(graphicsRoot);
} else {
initCallback = callbackWhenReady;
}
}
return graphicsRoot;
},
/**
* Updates default shader which renders nodes
*
* @param newProgram to use for nodes.
*/
setNodeProgram : function (newProgram) {
if (!gl && newProgram) {
// Nothing created yet. Just set shader to the new one
// and let initialization logic take care about the rest.
nodeProgram = newProgram;
} else if (newProgram) {
throw "Not implemented. Cannot swap shader on the fly... Yet.";
// TODO: unload old shader and reinit.
}
},
/**
* Updates default shader which renders links
*
* @param newProgram to use for links.
*/
setLinkProgram : function (newProgram) {
if (!gl && newProgram) {
// Nothing created yet. Just set shader to the new one
// and let initialization logic take care about the rest.
linkProgram = newProgram;
} else if (newProgram) {
throw "Not implemented. Cannot swap shader on the fly... Yet.";
// TODO: unload old shader and reinit.
}
},
/**
* Transforms client coordinates into layout coordinates. Client coordinates
* are DOM coordinates relative to the rendering container. Layout
* coordinates are those assigned by by layout algorithm to each node.
*
* @param {Object} p - a point object with `x` and `y` attributes.
* This method mutates p.
*/
transformClientToGraphCoordinates: function (p) {
// TODO: could be a problem when container has margins?
// normalize
p.x = ((2 * p.x) / width) - 1;
p.y = 1 - ((2 * p.y) / height);
// apply transform
p.x = (p.x - transform[12]) / transform[0];
p.y = (p.y - transform[13]) / transform[5];
// transform to graph coordinates
p.x = p.x * (width / 2);
p.y = p.y * (-height / 2);
return p;
},
/**
* Transforms WebGL coordinates into client coordinates. Reverse of
* `transformClientToGraphCoordinates()`
*
* @param {Object} p - a point object with `x` and `y` attributes, which
* represents a layout coordinate. This method mutates p.
*/
transformGraphToClientCoordinates: function (p) {
// TODO: could be a problem when container has margins?
// transform from graph coordinates
p.x = p.x / (width / 2);
p.y = p.y / (-height / 2);
// apply transform
p.x = (p.x * transform[0]) + transform[12];
p.y = (p.y * transform[5]) + transform[13];
// denormalize
p.x = ((p.x + 1) * width) / 2;
p.y = ((1 - p.y) * height) / 2;
return p;
},
getNodeAtClientPos: function (clientPos, preciseCheck) {
if (typeof preciseCheck !== "function") {
// we don't know anything about your node structure here :(
// potentially this could be delegated to node program, but for
// right now, we are giving up if you don't pass boundary check
// callback. It answers to a question is nodeUI covers (x, y)
return null;
}
// first transform to graph coordinates:
this.transformClientToGraphCoordinates(clientPos);
// now using precise check iterate over each node and find one within box:
// TODO: This is poor O(N) performance.
for (var i = 0; i < nodesCount; ++i) {
if (preciseCheck(nodes[i], clientPos.x, clientPos.y)) {
return nodes[i].node;
}
}
return null;
}
};
// Let graphics fire events before we return it to the caller.
eventify(graphics);
return graphics;
}
},{"../Input/webglInputManager.js":40,"../WebGL/webglLine.js":62,"../WebGL/webglLinkProgram.js":63,"../WebGL/webglNodeProgram.js":64,"../WebGL/webglSquare.js":65,"ngraph.events":9,"ngraph.merge":17}],55:[function(require,module,exports){
module.exports = parseColor;
function parseColor(color) {
var parsedColor = 0x009ee8ff;
if (typeof color === 'string' && color) {
if (color.length === 4) { // #rgb
color = color.replace(/([^#])/g, '$1$1'); // duplicate each letter except first #.
}
if (color.length === 9) { // #rrggbbaa
parsedColor = parseInt(color.substr(1), 16);
} else if (color.length === 7) { // or #rrggbb.
parsedColor = (parseInt(color.substr(1), 16) << 8) | 0xff;
} else {
throw 'Color expected in hex format with preceding "#". E.g. #00ff00. Got value: ' + color;
}
} else if (typeof color === 'number') {
parsedColor = color;
}
return parsedColor;
}
},{}],56:[function(require,module,exports){
module.exports = Texture;
/**
* Single texture in the webglAtlas.
*/
function Texture(size) {
this.canvas = window.document.createElement("canvas");
this.ctx = this.canvas.getContext("2d");
this.isDirty = false;
this.canvas.width = this.canvas.height = size;
}
},{}],57:[function(require,module,exports){
/**
* @fileOverview Utility functions for webgl rendering.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
module.exports = webgl;
function webgl(gl) {
return {
createProgram: createProgram,
extendArray: extendArray,
copyArrayPart: copyArrayPart,
swapArrayPart: swapArrayPart,
getLocations: getLocations,
context: gl
};
function createShader(shaderText, type) {
var shader = gl.createShader(type);
gl.shaderSource(shader, shaderText);
gl.compileShader(shader);
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
var msg = gl.getShaderInfoLog(shader);
window.alert(msg);
throw msg;
}
return shader;
}
function createProgram(vertexShaderSrc, fragmentShaderSrc) {
var program = gl.createProgram();
var vs = createShader(vertexShaderSrc, gl.VERTEX_SHADER);
var fs = createShader(fragmentShaderSrc, gl.FRAGMENT_SHADER);
gl.attachShader(program, vs);
gl.attachShader(program, fs);
gl.linkProgram(program);
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
var msg = gl.getShaderInfoLog(program);
window.alert(msg);
throw msg;
}
return program;
}
function extendArray(buffer, itemsInBuffer, elementsPerItem) {
if ((itemsInBuffer + 1) * elementsPerItem > buffer.length) {
// Every time we run out of space create new array twice bigger.
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs
var extendedArray = new Float32Array(buffer.length * elementsPerItem * 2);
extendedArray.set(buffer);
return extendedArray;
}
return buffer;
}
function getLocations(program, uniformOrAttributeNames) {
var foundLocations = {};
for (var i = 0; i < uniformOrAttributeNames.length; ++i) {
var name = uniformOrAttributeNames[i];
var location = -1;
if (name[0] === 'a' && name[1] === '_') {
location = gl.getAttribLocation(program, name);
if (location === -1) {
throw new Error("Program doesn't have required attribute: " + name);
}
foundLocations[name.slice(2)] = location;
} else if (name[0] === 'u' && name[1] === '_') {
location = gl.getUniformLocation(program, name);
if (location === null) {
throw new Error("Program doesn't have required uniform: " + name);
}
foundLocations[name.slice(2)] = location;
} else {
throw new Error("Couldn't figure out your intent. All uniforms should start with 'u_' prefix, and attributes with 'a_'");
}
}
return foundLocations;
}
}
function copyArrayPart(array, to, from, elementsCount) {
for (var i = 0; i < elementsCount; ++i) {
array[to + i] = array[from + i];
}
}
function swapArrayPart(array, from, to, elementsCount) {
for (var i = 0; i < elementsCount; ++i) {
var tmp = array[from + i];
array[from + i] = array[to + i];
array[to + i] = tmp;
}
}
},{}],58:[function(require,module,exports){
var Texture = require('./texture.js');
module.exports = webglAtlas;
/**
* My naive implementation of textures atlas. It allows clients to load
* multiple images into atlas and get canvas representing all of them.
*
* @param tilesPerTexture - indicates how many images can be loaded to one
* texture of the atlas. If number of loaded images exceeds this
* parameter a new canvas will be created.
*/
function webglAtlas(tilesPerTexture) {
var tilesPerRow = Math.sqrt(tilesPerTexture || 1024) << 0,
tileSize = tilesPerRow,
lastLoadedIdx = 1,
loadedImages = {},
dirtyTimeoutId,
skipedDirty = 0,
textures = [],
trackedUrls = [];
if (!isPowerOf2(tilesPerTexture)) {
throw "Tiles per texture should be power of two.";
}
// this is the return object
var api = {
/**
* indicates whether atlas has changed texture in it. If true then
* some of the textures has isDirty flag set as well.
*/
isDirty: false,
/**
* Clears any signs of atlas changes.
*/
clearDirty: clearDirty,
/**
* Removes given url from collection of tiles in the atlas.
*/
remove: remove,
/**
* Gets all textures in the atlas.
*/
getTextures: getTextures,
/**
* Gets coordinates of the given image in the atlas. Coordinates is an object:
* {offset : int } - where offset is an absolute position of the image in the
* atlas.
*
* Absolute means it can be larger than tilesPerTexture parameter, and in that
* case clients should get next texture in getTextures() collection.
*/
getCoordinates: getCoordinates,
/**
* Asynchronously Loads the image to the atlas. Cross-domain security
* limitation applies.
*/
load: load
};
return api;
function clearDirty() {
var i;
api.isDirty = false;
for (i = 0; i < textures.length; ++i) {
textures[i].isDirty = false;
}
}
function remove(imgUrl) {
var coordinates = loadedImages[imgUrl];
if (!coordinates) {
return false;
}
delete loadedImages[imgUrl];
lastLoadedIdx -= 1;
if (lastLoadedIdx === coordinates.offset) {
return true; // Ignore if it's last image in the whole set.
}
var tileToRemove = getTileCoordinates(coordinates.offset),
lastTileInSet = getTileCoordinates(lastLoadedIdx);
copy(lastTileInSet, tileToRemove);
var replacedOffset = loadedImages[trackedUrls[lastLoadedIdx]];
replacedOffset.offset = coordinates.offset;
trackedUrls[coordinates.offset] = trackedUrls[lastLoadedIdx];
markDirty();
return true;
}
function getTextures() {
return textures; // I trust you...
}
function getCoordinates(imgUrl) {
return loadedImages[imgUrl];
}
function load(imgUrl, callback) {
if (loadedImages.hasOwnProperty(imgUrl)) {
callback(loadedImages[imgUrl]);
} else {
var img = new window.Image(),
imgId = lastLoadedIdx;
lastLoadedIdx += 1;
img.crossOrigin = "anonymous";
img.onload = function() {
markDirty();
drawAt(imgId, img, callback);
};
img.src = imgUrl;
}
}
function createTexture() {
var texture = new Texture(tilesPerRow * tileSize);
textures.push(texture);
}
function drawAt(tileNumber, img, callback) {
var tilePosition = getTileCoordinates(tileNumber),
coordinates = {
offset: tileNumber
};
if (tilePosition.textureNumber >= textures.length) {
createTexture();
}
var currentTexture = textures[tilePosition.textureNumber];
currentTexture.ctx.drawImage(img, tilePosition.col * tileSize, tilePosition.row * tileSize, tileSize, tileSize);
trackedUrls[tileNumber] = img.src;
loadedImages[img.src] = coordinates;
currentTexture.isDirty = true;
callback(coordinates);
}
function getTileCoordinates(absolutePosition) {
var textureNumber = (absolutePosition / tilesPerTexture) << 0,
localTileNumber = (absolutePosition % tilesPerTexture),
row = (localTileNumber / tilesPerRow) << 0,
col = (localTileNumber % tilesPerRow);
return {
textureNumber: textureNumber,
row: row,
col: col
};
}
function markDirtyNow() {
api.isDirty = true;
skipedDirty = 0;
dirtyTimeoutId = null;
}
function markDirty() {
// delay this call, since it results in texture reload
if (dirtyTimeoutId) {
window.clearTimeout(dirtyTimeoutId);
skipedDirty += 1;
dirtyTimeoutId = null;
}
if (skipedDirty > 10) {
markDirtyNow();
} else {
dirtyTimeoutId = window.setTimeout(markDirtyNow, 400);
}
}
function copy(from, to) {
var fromCanvas = textures[from.textureNumber].canvas,
toCtx = textures[to.textureNumber].ctx,
x = to.col * tileSize,
y = to.row * tileSize;
toCtx.drawImage(fromCanvas, from.col * tileSize, from.row * tileSize, tileSize, tileSize, x, y, tileSize, tileSize);
textures[from.textureNumber].isDirty = true;
textures[to.textureNumber].isDirty = true;
}
}
function isPowerOf2(n) {
return (n & (n - 1)) === 0;
}
},{"./texture.js":56}],59:[function(require,module,exports){
module.exports = webglImage;
/**
* Represents a model for image.
*/
function webglImage(size, src) {
return {
/**
* Gets texture index where current image is placed.
*/
_texture : 0,
/**
* Gets offset in the texture where current image is placed.
*/
_offset : 0,
/**
* Gets size of the square with the image.
*/
size : typeof size === 'number' ? size : 32,
/**
* Source of the image. If image is coming not from your domain
* certain origin restrictions applies.
* See http://www.khronos.org/registry/webgl/specs/latest/#4.2 for more details.
*/
src : src
};
}
},{}],60:[function(require,module,exports){
/**
* @fileOverview Defines an image nodes for webglGraphics class.
* Shape of nodes is square.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
var WebglAtlas = require('./webglAtlas.js');
var glUtils = require('./webgl.js');
module.exports = webglImageNodeProgram;
/**
* Defines simple UI for nodes in webgl renderer. Each node is rendered as an image.
*/
function webglImageNodeProgram() {
// WebGL is gian state machine, we store some properties of the state here:
var ATTRIBUTES_PER_PRIMITIVE = 18;
var nodesFS = createNodeFragmentShader();
var nodesVS = createNodeVertexShader();
var tilesPerTexture = 1024; // TODO: Get based on max texture size
var atlas;
var program;
var gl;
var buffer;
var utils;
var locations;
var nodesCount = 0;
var nodes = new Float32Array(64);
var width;
var height;
var transform;
var sizeDirty;
return {
load: load,
/**
* Updates position of current node in the buffer of nodes.
*
* @param idx - index of current node.
* @param pos - new position of the node.
*/
position: position,
createNode: createNode,
removeNode: removeNode,
replaceProperties: replaceProperties,
updateTransform: updateTransform,
updateSize: updateSize,
render: render
};
function refreshTexture(texture, idx) {
if (texture.nativeObject) {
gl.deleteTexture(texture.nativeObject);
}
var nativeObject = gl.createTexture();
gl.activeTexture(gl["TEXTURE" + idx]);
gl.bindTexture(gl.TEXTURE_2D, nativeObject);
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, texture.canvas);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_NEAREST);
gl.generateMipmap(gl.TEXTURE_2D);
gl.uniform1i(locations["sampler" + idx], idx);
texture.nativeObject = nativeObject;
}
function ensureAtlasTextureUpdated() {
if (atlas.isDirty) {
var textures = atlas.getTextures(),
i;
for (i = 0; i < textures.length; ++i) {
if (textures[i].isDirty || !textures[i].nativeObject) {
refreshTexture(textures[i], i);
}
}
atlas.clearDirty();
}
}
function load(glContext) {
gl = glContext;
utils = glUtils(glContext);
atlas = new WebglAtlas(tilesPerTexture);
program = utils.createProgram(nodesVS, nodesFS);
gl.useProgram(program);
locations = utils.getLocations(program, ["a_vertexPos", "a_customAttributes", "u_screenSize", "u_transform", "u_sampler0", "u_sampler1", "u_sampler2", "u_sampler3", "u_tilesPerTexture"]);
gl.uniform1f(locations.tilesPerTexture, tilesPerTexture);
gl.enableVertexAttribArray(locations.vertexPos);
gl.enableVertexAttribArray(locations.customAttributes);
buffer = gl.createBuffer();
}
function position(nodeUI, pos) {
var idx = nodeUI.id * ATTRIBUTES_PER_PRIMITIVE;
nodes[idx] = pos.x - nodeUI.size;
nodes[idx + 1] = pos.y - nodeUI.size;
nodes[idx + 2] = nodeUI._offset * 4;
nodes[idx + 3] = pos.x + nodeUI.size;
nodes[idx + 4] = pos.y - nodeUI.size;
nodes[idx + 5] = nodeUI._offset * 4 + 1;
nodes[idx + 6] = pos.x - nodeUI.size;
nodes[idx + 7] = pos.y + nodeUI.size;
nodes[idx + 8] = nodeUI._offset * 4 + 2;
nodes[idx + 9] = pos.x - nodeUI.size;
nodes[idx + 10] = pos.y + nodeUI.size;
nodes[idx + 11] = nodeUI._offset * 4 + 2;
nodes[idx + 12] = pos.x + nodeUI.size;
nodes[idx + 13] = pos.y - nodeUI.size;
nodes[idx + 14] = nodeUI._offset * 4 + 1;
nodes[idx + 15] = pos.x + nodeUI.size;
nodes[idx + 16] = pos.y + nodeUI.size;
nodes[idx + 17] = nodeUI._offset * 4 + 3;
}
function createNode(ui) {
nodes = utils.extendArray(nodes, nodesCount, ATTRIBUTES_PER_PRIMITIVE);
nodesCount += 1;
var coordinates = atlas.getCoordinates(ui.src);
if (coordinates) {
ui._offset = coordinates.offset;
} else {
ui._offset = 0;
// Image is not yet loaded into the atlas. Reload it:
atlas.load(ui.src, function(coordinates) {
ui._offset = coordinates.offset;
});
}
}
function removeNode(nodeUI) {
if (nodesCount > 0) {
nodesCount -= 1;
}
if (nodeUI.id < nodesCount && nodesCount > 0) {
if (nodeUI.src) {
atlas.remove(nodeUI.src);
}
utils.copyArrayPart(nodes, nodeUI.id * ATTRIBUTES_PER_PRIMITIVE, nodesCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE);
}
}
function replaceProperties(replacedNode, newNode) {
newNode._offset = replacedNode._offset;
}
function updateTransform(newTransform) {
sizeDirty = true;
transform = newTransform;
}
function updateSize(w, h) {
width = w;
height = h;
sizeDirty = true;
}
function render() {
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, nodes, gl.DYNAMIC_DRAW);
if (sizeDirty) {
sizeDirty = false;
gl.uniformMatrix4fv(locations.transform, false, transform);
gl.uniform2f(locations.screenSize, width, height);
}
gl.vertexAttribPointer(locations.vertexPos, 2, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer(locations.customAttributes, 1, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 2 * 4);
ensureAtlasTextureUpdated();
gl.drawArrays(gl.TRIANGLES, 0, nodesCount * 6);
}
}
// TODO: Use glslify for shaders
function createNodeFragmentShader() {
return [
"precision mediump float;",
"varying vec4 color;",
"varying vec3 vTextureCoord;",
"uniform sampler2D u_sampler0;",
"uniform sampler2D u_sampler1;",
"uniform sampler2D u_sampler2;",
"uniform sampler2D u_sampler3;",
"void main(void) {",
" if (vTextureCoord.z == 0.) {",
" gl_FragColor = texture2D(u_sampler0, vTextureCoord.xy);",
" } else if (vTextureCoord.z == 1.) {",
" gl_FragColor = texture2D(u_sampler1, vTextureCoord.xy);",
" } else if (vTextureCoord.z == 2.) {",
" gl_FragColor = texture2D(u_sampler2, vTextureCoord.xy);",
" } else if (vTextureCoord.z == 3.) {",
" gl_FragColor = texture2D(u_sampler3, vTextureCoord.xy);",
" } else { gl_FragColor = vec4(0, 1, 0, 1); }",
"}"
].join("\n");
}
function createNodeVertexShader() {
return [
"attribute vec2 a_vertexPos;",
"attribute float a_customAttributes;",
"uniform vec2 u_screenSize;",
"uniform mat4 u_transform;",
"uniform float u_tilesPerTexture;",
"varying vec3 vTextureCoord;",
"void main(void) {",
" gl_Position = u_transform * vec4(a_vertexPos/u_screenSize, 0, 1);",
"float corner = mod(a_customAttributes, 4.);",
"float tileIndex = mod(floor(a_customAttributes / 4.), u_tilesPerTexture);",
"float tilesPerRow = sqrt(u_tilesPerTexture);",
"float tileSize = 1./tilesPerRow;",
"float tileColumn = mod(tileIndex, tilesPerRow);",
"float tileRow = floor(tileIndex/tilesPerRow);",
"if(corner == 0.0) {",
" vTextureCoord.xy = vec2(0, 1);",
"} else if(corner == 1.0) {",
" vTextureCoord.xy = vec2(1, 1);",
"} else if(corner == 2.0) {",
" vTextureCoord.xy = vec2(0, 0);",
"} else {",
" vTextureCoord.xy = vec2(1, 0);",
"}",
"vTextureCoord *= tileSize;",
"vTextureCoord.x += tileColumn * tileSize;",
"vTextureCoord.y += tileRow * tileSize;",
"vTextureCoord.z = floor(floor(a_customAttributes / 4.)/u_tilesPerTexture);",
"}"
].join("\n");
}
},{"./webgl.js":57,"./webglAtlas.js":58}],61:[function(require,module,exports){
var documentEvents = require('../Utils/documentEvents.js');
module.exports = webglInputEvents;
/**
* Monitors graph-related mouse input in webgl graphics and notifies subscribers.
*
* @param {Viva.Graph.View.webglGraphics} webglGraphics
*/
function webglInputEvents(webglGraphics) {
if (webglGraphics.webglInputEvents) {
// Don't listen twice, if we are already attached to this graphics:
return webglGraphics.webglInputEvents;
}
var mouseCapturedNode = null,
mouseEnterCallback = [],
mouseLeaveCallback = [],
mouseDownCallback = [],
mouseUpCallback = [],
mouseMoveCallback = [],
clickCallback = [],
dblClickCallback = [],
prevSelectStart,
boundRect;
var root = webglGraphics.getGraphicsRoot();
startListen(root);
var api = {
mouseEnter: mouseEnter,
mouseLeave: mouseLeave,
mouseDown: mouseDown,
mouseUp: mouseUp,
mouseMove: mouseMove,
click: click,
dblClick: dblClick,
mouseCapture: mouseCapture,
releaseMouseCapture: releaseMouseCapture
};
// TODO I don't remember why this is needed:
webglGraphics.webglInputEvents = api;
return api;
function releaseMouseCapture() {
mouseCapturedNode = null;
}
function mouseCapture(node) {
mouseCapturedNode = node;
}
function dblClick(callback) {
if (typeof callback === 'function') {
dblClickCallback.push(callback);
}
return api;
}
function click(callback) {
if (typeof callback === 'function') {
clickCallback.push(callback);
}
return api;
}
function mouseMove(callback) {
if (typeof callback === 'function') {
mouseMoveCallback.push(callback);
}
return api;
}
function mouseUp(callback) {
if (typeof callback === 'function') {
mouseUpCallback.push(callback);
}
return api;
}
function mouseDown(callback) {
if (typeof callback === 'function') {
mouseDownCallback.push(callback);
}
return api;
}
function mouseLeave(callback) {
if (typeof callback === 'function') {
mouseLeaveCallback.push(callback);
}
return api;
}
function mouseEnter(callback) {
if (typeof callback === 'function') {
mouseEnterCallback.push(callback);
}
return api;
}
function preciseCheck(nodeUI, x, y) {
if (nodeUI && nodeUI.size) {
var pos = nodeUI.position,
half = nodeUI.size;
return pos.x - half < x && x < pos.x + half &&
pos.y - half < y && y < pos.y + half;
}
return true;
}
function getNodeAtClientPos(pos) {
return webglGraphics.getNodeAtClientPos(pos, preciseCheck);
}
function stopPropagation(e) {
if (e.stopPropagation) {
e.stopPropagation();
} else {
e.cancelBubble = true;
}
}
function handleDisabledEvent(e) {
stopPropagation(e);
return false;
}
function invoke(callbacksChain, args) {
var i, stopPropagation;
for (i = 0; i < callbacksChain.length; i += 1) {
stopPropagation = callbacksChain[i].apply(undefined, args);
if (stopPropagation) {
return true;
}
}
}
function startListen(root) {
var pos = {
x: 0,
y: 0
},
lastFound = null,
lastUpdate = 1,
lastClickTime = +new Date(),
handleMouseMove = function(e) {
invoke(mouseMoveCallback, [lastFound, e]);
pos.x = e.clientX;
pos.y = e.clientY;
},
handleMouseUp = function() {
documentEvents.off('mousemove', handleMouseMove);
documentEvents.off('mouseup', handleMouseUp);
},
updateBoundRect = function() {
boundRect = root.getBoundingClientRect();
};
window.addEventListener('resize', updateBoundRect);
updateBoundRect();
// mouse move inside container serves only to track mouse enter/leave events.
root.addEventListener('mousemove',
function(e) {
if (mouseCapturedNode) {
return;
}
if (lastUpdate++ % 7 === 0) {
// since there is no bullet proof method to detect resize
// event, we preemptively update the bounding rectangle
updateBoundRect();
lastUpdate = 1;
}
var cancelBubble = false,
node;
pos.x = e.clientX - boundRect.left;
pos.y = e.clientY - boundRect.top;
node = getNodeAtClientPos(pos);
if (node && lastFound !== node) {
lastFound = node;
cancelBubble = cancelBubble || invoke(mouseEnterCallback, [lastFound]);
} else if (node === null && lastFound !== node) {
cancelBubble = cancelBubble || invoke(mouseLeaveCallback, [lastFound]);
lastFound = null;
}
if (cancelBubble) {
stopPropagation(e);
}
});
root.addEventListener('mousedown',
function(e) {
var cancelBubble = false,
args;
updateBoundRect();
pos.x = e.clientX - boundRect.left;
pos.y = e.clientY - boundRect.top;
args = [getNodeAtClientPos(pos), e];
if (args[0]) {
cancelBubble = invoke(mouseDownCallback, args);
// we clicked on a node. Following drag should be handled on document events:
documentEvents.on('mousemove', handleMouseMove);
documentEvents.on('mouseup', handleMouseUp);
prevSelectStart = window.document.onselectstart;
window.document.onselectstart = handleDisabledEvent;
lastFound = args[0];
} else {
lastFound = null;
}
if (cancelBubble) {
stopPropagation(e);
}
});
root.addEventListener('mouseup',
function(e) {
var clickTime = +new Date(),
args;
pos.x = e.clientX - boundRect.left;
pos.y = e.clientY - boundRect.top;
var nodeAtClientPos = getNodeAtClientPos(pos);
var sameNode = nodeAtClientPos === lastFound;
args = [nodeAtClientPos || lastFound, e];
if (args[0]) {
window.document.onselectstart = prevSelectStart;
if (clickTime - lastClickTime < 400 && sameNode) {
invoke(dblClickCallback, args);
} else {
invoke(clickCallback, args);
}
lastClickTime = clickTime;
if (invoke(mouseUpCallback, args)) {
stopPropagation(e);
}
}
});
}
}
},{"../Utils/documentEvents.js":44}],62:[function(require,module,exports){
var parseColor = require('./parseColor.js');
module.exports = webglLine;
/**
* Defines a webgl line. This class has no rendering logic at all,
* it's just passed to corresponding shader and the shader should
* figure out how to render it.
*
*/
function webglLine(color) {
return {
/**
* Gets or sets color of the line. If you set this property externally
* make sure it always come as integer of 0xRRGGBBAA format
*/
color: parseColor(color)
};
}
},{"./parseColor.js":55}],63:[function(require,module,exports){
/**
* @fileOverview Defines a naive form of links for webglGraphics class.
* This form allows to change color of links.
**/
var glUtils = require('./webgl.js');
module.exports = webglLinkProgram;
/**
* Defines UI for links in webgl renderer.
*/
function webglLinkProgram() {
var ATTRIBUTES_PER_PRIMITIVE = 6, // primitive is Line with two points. Each has x,y and color = 3 * 2 attributes.
BYTES_PER_LINK = 2 * (2 * Float32Array.BYTES_PER_ELEMENT + Uint32Array.BYTES_PER_ELEMENT), // two nodes * (x, y + color)
linksFS = [
'precision mediump float;',
'varying vec4 color;',
'void main(void) {',
' gl_FragColor = color;',
'}'
].join('\n'),
linksVS = [
'attribute vec2 a_vertexPos;',
'attribute vec4 a_color;',
'uniform vec2 u_screenSize;',
'uniform mat4 u_transform;',
'varying vec4 color;',
'void main(void) {',
' gl_Position = u_transform * vec4(a_vertexPos/u_screenSize, 0.0, 1.0);',
' color = a_color.abgr;',
'}'
].join('\n'),
program,
gl,
buffer,
utils,
locations,
linksCount = 0,
frontLinkId, // used to track z-index of links.
storage = new ArrayBuffer(16 * BYTES_PER_LINK),
positions = new Float32Array(storage),
colors = new Uint32Array(storage),
width,
height,
transform,
sizeDirty,
ensureEnoughStorage = function () {
// TODO: this is a duplicate of webglNodeProgram code. Extract it to webgl.js
if ((linksCount+1)*BYTES_PER_LINK > storage.byteLength) {
// Every time we run out of space create new array twice bigger.
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs
var extendedStorage = new ArrayBuffer(storage.byteLength * 2),
extendedPositions = new Float32Array(extendedStorage),
extendedColors = new Uint32Array(extendedStorage);
extendedColors.set(colors); // should be enough to copy just one view.
positions = extendedPositions;
colors = extendedColors;
storage = extendedStorage;
}
};
return {
load : function (glContext) {
gl = glContext;
utils = glUtils(glContext);
program = utils.createProgram(linksVS, linksFS);
gl.useProgram(program);
locations = utils.getLocations(program, ['a_vertexPos', 'a_color', 'u_screenSize', 'u_transform']);
gl.enableVertexAttribArray(locations.vertexPos);
gl.enableVertexAttribArray(locations.color);
buffer = gl.createBuffer();
},
position: function (linkUi, fromPos, toPos) {
var linkIdx = linkUi.id,
offset = linkIdx * ATTRIBUTES_PER_PRIMITIVE;
positions[offset] = fromPos.x;
positions[offset + 1] = fromPos.y;
colors[offset + 2] = linkUi.color;
positions[offset + 3] = toPos.x;
positions[offset + 4] = toPos.y;
colors[offset + 5] = linkUi.color;
},
createLink : function (ui) {
ensureEnoughStorage();
linksCount += 1;
frontLinkId = ui.id;
},
removeLink : function (ui) {
if (linksCount > 0) { linksCount -= 1; }
// swap removed link with the last link. This will give us O(1) performance for links removal:
if (ui.id < linksCount && linksCount > 0) {
// using colors as a view to array buffer is okay here.
utils.copyArrayPart(colors, ui.id * ATTRIBUTES_PER_PRIMITIVE, linksCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE);
}
},
updateTransform : function (newTransform) {
sizeDirty = true;
transform = newTransform;
},
updateSize : function (w, h) {
width = w;
height = h;
sizeDirty = true;
},
render : function () {
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, storage, gl.DYNAMIC_DRAW);
if (sizeDirty) {
sizeDirty = false;
gl.uniformMatrix4fv(locations.transform, false, transform);
gl.uniform2f(locations.screenSize, width, height);
}
gl.vertexAttribPointer(locations.vertexPos, 2, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer(locations.color, 4, gl.UNSIGNED_BYTE, true, 3 * Float32Array.BYTES_PER_ELEMENT, 2 * 4);
gl.drawArrays(gl.LINES, 0, linksCount * 2);
frontLinkId = linksCount - 1;
},
bringToFront : function (link) {
if (frontLinkId > link.id) {
utils.swapArrayPart(positions, link.id * ATTRIBUTES_PER_PRIMITIVE, frontLinkId * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE);
}
if (frontLinkId > 0) {
frontLinkId -= 1;
}
},
getFrontLinkId : function () {
return frontLinkId;
}
};
}
},{"./webgl.js":57}],64:[function(require,module,exports){
/**
* @fileOverview Defines a naive form of nodes for webglGraphics class.
* This form allows to change color of node. Shape of nodes is rectangular.
*
* @author Andrei Kashcha (aka anvaka) / https://github.com/anvaka
*/
var glUtils = require('./webgl.js');
module.exports = webglNodeProgram;
/**
* Defines simple UI for nodes in webgl renderer. Each node is rendered as square. Color and size can be changed.
*/
function webglNodeProgram() {
var ATTRIBUTES_PER_PRIMITIVE = 4; // Primitive is point, x, y, size, color
// x, y, z - floats, color = uint.
var BYTES_PER_NODE = 3 * Float32Array.BYTES_PER_ELEMENT + Uint32Array.BYTES_PER_ELEMENT;
var nodesFS = [
'precision mediump float;',
'varying vec4 color;',
'void main(void) {',
' gl_FragColor = color;',
'}'
].join('\n');
var nodesVS = [
'attribute vec3 a_vertexPos;',
'attribute vec4 a_color;',
'uniform vec2 u_screenSize;',
'uniform mat4 u_transform;',
'varying vec4 color;',
'void main(void) {',
' gl_Position = u_transform * vec4(a_vertexPos.xy/u_screenSize, 0, 1);',
' gl_PointSize = a_vertexPos.z * u_transform[0][0];',
' color = a_color.abgr;',
'}'
].join('\n');
var program;
var gl;
var buffer;
var locations;
var utils;
var storage = new ArrayBuffer(16 * BYTES_PER_NODE);
var positions = new Float32Array(storage);
var colors = new Uint32Array(storage);
var nodesCount = 0;
var width;
var height;
var transform;
var sizeDirty;
return {
load: load,
/**
* Updates position of node in the buffer of nodes.
*
* @param idx - index of current node.
* @param pos - new position of the node.
*/
position: position,
updateTransform: updateTransform,
updateSize: updateSize,
removeNode: removeNode,
createNode: createNode,
replaceProperties: replaceProperties,
render: render
};
function ensureEnoughStorage() {
if ((nodesCount + 1) * BYTES_PER_NODE >= storage.byteLength) {
// Every time we run out of space create new array twice bigger.
// TODO: it seems buffer size is limited. Consider using multiple arrays for huge graphs
var extendedStorage = new ArrayBuffer(storage.byteLength * 2),
extendedPositions = new Float32Array(extendedStorage),
extendedColors = new Uint32Array(extendedStorage);
extendedColors.set(colors); // should be enough to copy just one view.
positions = extendedPositions;
colors = extendedColors;
storage = extendedStorage;
}
}
function load(glContext) {
gl = glContext;
utils = glUtils(glContext);
program = utils.createProgram(nodesVS, nodesFS);
gl.useProgram(program);
locations = utils.getLocations(program, ['a_vertexPos', 'a_color', 'u_screenSize', 'u_transform']);
gl.enableVertexAttribArray(locations.vertexPos);
gl.enableVertexAttribArray(locations.color);
buffer = gl.createBuffer();
}
function position(nodeUI, pos) {
var idx = nodeUI.id;
positions[idx * ATTRIBUTES_PER_PRIMITIVE] = pos.x;
positions[idx * ATTRIBUTES_PER_PRIMITIVE + 1] = -pos.y;
positions[idx * ATTRIBUTES_PER_PRIMITIVE + 2] = nodeUI.size;
colors[idx * ATTRIBUTES_PER_PRIMITIVE + 3] = nodeUI.color;
}
function updateTransform(newTransform) {
sizeDirty = true;
transform = newTransform;
}
function updateSize(w, h) {
width = w;
height = h;
sizeDirty = true;
}
function removeNode(node) {
if (nodesCount > 0) {
nodesCount -= 1;
}
if (node.id < nodesCount && nodesCount > 0) {
// we can use colors as a 'view' into array array buffer.
utils.copyArrayPart(colors, node.id * ATTRIBUTES_PER_PRIMITIVE, nodesCount * ATTRIBUTES_PER_PRIMITIVE, ATTRIBUTES_PER_PRIMITIVE);
}
}
function createNode() {
ensureEnoughStorage();
nodesCount += 1;
}
function replaceProperties(/* replacedNode, newNode */) {}
function render() {
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, storage, gl.DYNAMIC_DRAW);
if (sizeDirty) {
sizeDirty = false;
gl.uniformMatrix4fv(locations.transform, false, transform);
gl.uniform2f(locations.screenSize, width, height);
}
gl.vertexAttribPointer(locations.vertexPos, 3, gl.FLOAT, false, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 0);
gl.vertexAttribPointer(locations.color, 4, gl.UNSIGNED_BYTE, true, ATTRIBUTES_PER_PRIMITIVE * Float32Array.BYTES_PER_ELEMENT, 3 * 4);
gl.drawArrays(gl.POINTS, 0, nodesCount);
}
}
},{"./webgl.js":57}],65:[function(require,module,exports){
var parseColor = require('./parseColor.js');
module.exports = webglSquare;
/**
* Can be used as a callback in the webglGraphics.node() function, to
* create a custom looking node.
*
* @param size - size of the node in pixels.
* @param color - color of the node in '#rrggbbaa' or '#rgb' format.
*/
function webglSquare(size, color) {
return {
/**
* Gets or sets size of the square side.
*/
size: typeof size === 'number' ? size : 10,
/**
* Gets or sets color of the square.
*/
color: parseColor(color)
};
}
},{"./parseColor.js":55}],66:[function(require,module,exports){
// todo: this should be generated at build time.
module.exports = '0.8.1';
},{}]},{},[1])(1)
});
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