- 'use strict';
- /**
- * There's a mix-up with terms in the code. Following are the formal definitions:
- *
- * tree - a strict hierarchical network, i.e. every node has at most one parent
- * forest - a collection of trees. These distinct trees are thus not connected.
- *
- * So:
- * - in a network that is not a tree, there exist nodes with multiple parents.
- * - a network consisting of unconnected sub-networks, of which at least one
- * is not a tree, is not a forest.
- *
- * In the code, the definitions are:
- *
- * tree - any disconnected sub-network, strict hierarchical or not.
- * forest - a bunch of these sub-networks
- *
- * The difference between tree and not-tree is important in the code, notably within
- * to the block-shifting algorithm. The algorithm assumes formal trees and fails
- * for not-trees, often in a spectacular manner (search for 'exploding network' in the issues).
- *
- * In order to distinguish the definitions in the following code, the adjective 'formal' is
- * used. If 'formal' is absent, you must assume the non-formal definition.
- *
- * ----------------------------------------------------------------------------------
- * NOTES
- * =====
- *
- * A hierarchical layout is a different thing from a hierarchical network.
- * The layout is a way to arrange the nodes in the view; this can be done
- * on non-hierarchical networks as well. The converse is also possible.
- */
- let util = require('../../util');
- var NetworkUtil = require('../NetworkUtil').default;
- var {HorizontalStrategy, VerticalStrategy} = require('./components/DirectionStrategy.js');
-
-
- /**
- * Container for derived data on current network, relating to hierarchy.
- *
- * @private
- */
- class HierarchicalStatus {
- /**
- * @ignore
- */
- constructor() {
- this.childrenReference = {}; // child id's per node id
- this.parentReference = {}; // parent id's per node id
- this.trees = {}; // tree id per node id; i.e. to which tree does given node id belong
-
- this.distributionOrdering = {}; // The nodes per level, in the display order
- this.levels = {}; // hierarchy level per node id
- this.distributionIndex = {}; // The position of the node in the level sorting order, per node id.
-
- this.isTree = false; // True if current network is a formal tree
- this.treeIndex = -1; // Highest tree id in current network.
- }
-
- /**
- * Add the relation between given nodes to the current state.
- *
- * @param {Node.id} parentNodeId
- * @param {Node.id} childNodeId
- */
- addRelation(parentNodeId, childNodeId) {
- if (this.childrenReference[parentNodeId] === undefined) {
- this.childrenReference[parentNodeId] = [];
- }
- this.childrenReference[parentNodeId].push(childNodeId);
-
- if (this.parentReference[childNodeId] === undefined) {
- this.parentReference[childNodeId] = [];
- }
- this.parentReference[childNodeId].push(parentNodeId);
- }
-
-
- /**
- * Check if the current state is for a formal tree or formal forest.
- *
- * This is the case if every node has at most one parent.
- *
- * Pre: parentReference init'ed properly for current network
- */
- checkIfTree() {
- for (let i in this.parentReference) {
- if (this.parentReference[i].length > 1) {
- this.isTree = false;
- return;
- }
- }
-
- this.isTree = true;
- }
-
-
- /**
- * Return the number of separate trees in the current network.
- * @returns {number}
- */
- numTrees() {
- return (this.treeIndex + 1); // This assumes the indexes are assigned consecitively
- }
-
-
- /**
- * Assign a tree id to a node
- * @param {Node} node
- * @param {string|number} treeId
- */
- setTreeIndex(node, treeId) {
- if (treeId === undefined) return; // Don't bother
-
- if (this.trees[node.id] === undefined) {
- this.trees[node.id] = treeId;
- this.treeIndex = Math.max(treeId, this.treeIndex);
- }
- }
-
-
- /**
- * Ensure level for given id is defined.
- *
- * Sets level to zero for given node id if not already present
- *
- * @param {Node.id} nodeId
- */
- ensureLevel(nodeId) {
- if (this.levels[nodeId] === undefined) {
- this.levels[nodeId] = 0;
- }
- }
-
-
- /**
- * get the maximum level of a branch.
- *
- * TODO: Never entered; find a test case to test this!
- * @param {Node.id} nodeId
- * @returns {number}
- */
- getMaxLevel(nodeId) {
- let accumulator = {};
-
- let _getMaxLevel = (nodeId) => {
- if (accumulator[nodeId] !== undefined) {
- return accumulator[nodeId];
- }
- let level = this.levels[nodeId];
- if (this.childrenReference[nodeId]) {
- let children = this.childrenReference[nodeId];
- if (children.length > 0) {
- for (let i = 0; i < children.length; i++) {
- level = Math.max(level,_getMaxLevel(children[i]));
- }
- }
- }
- accumulator[nodeId] = level;
- return level;
- };
-
- return _getMaxLevel(nodeId);
- }
-
-
- /**
- *
- * @param {Node} nodeA
- * @param {Node} nodeB
- */
- levelDownstream(nodeA, nodeB) {
- if (this.levels[nodeB.id] === undefined) {
- // set initial level
- if (this.levels[nodeA.id] === undefined) {
- this.levels[nodeA.id] = 0;
- }
- // set level
- this.levels[nodeB.id] = this.levels[nodeA.id] + 1;
- }
- }
-
-
- /**
- * Small util method to set the minimum levels of the nodes to zero.
- *
- * @param {Array.<Node>} nodes
- */
- setMinLevelToZero(nodes) {
- let minLevel = 1e9;
- // get the minimum level
- for (let nodeId in nodes) {
- if (nodes.hasOwnProperty(nodeId)) {
- if (this.levels[nodeId] !== undefined) {
- minLevel = Math.min(this.levels[nodeId], minLevel);
- }
- }
- }
-
- // subtract the minimum from the set so we have a range starting from 0
- for (let nodeId in nodes) {
- if (nodes.hasOwnProperty(nodeId)) {
- if (this.levels[nodeId] !== undefined) {
- this.levels[nodeId] -= minLevel;
- }
- }
- }
- }
-
-
- /**
- * Get the min and max xy-coordinates of a given tree
- *
- * @param {Array.<Node>} nodes
- * @param {number} index
- * @returns {{min_x: number, max_x: number, min_y: number, max_y: number}}
- */
- getTreeSize(nodes, index) {
- let min_x = 1e9;
- let max_x = -1e9;
- let min_y = 1e9;
- let max_y = -1e9;
-
- for (let nodeId in this.trees) {
- if (this.trees.hasOwnProperty(nodeId)) {
- if (this.trees[nodeId] === index) {
- let node = nodes[nodeId];
- min_x = Math.min(node.x, min_x);
- max_x = Math.max(node.x, max_x);
- min_y = Math.min(node.y, min_y);
- max_y = Math.max(node.y, max_y);
- }
- }
- }
-
- return {
- min_x: min_x,
- max_x: max_x,
- min_y: min_y,
- max_y: max_y
- };
- }
-
-
- /**
- * Check if two nodes have the same parent(s)
- *
- * @param {Node} node1
- * @param {Node} node2
- * @return {boolean} true if the two nodes have a same ancestor node, false otherwise
- */
- hasSameParent(node1, node2) {
- let parents1 = this.parentReference[node1.id];
- let parents2 = this.parentReference[node2.id];
- if (parents1 === undefined || parents2 === undefined) {
- return false;
- }
-
- for (let i = 0; i < parents1.length; i++) {
- for (let j = 0; j < parents2.length; j++) {
- if (parents1[i] == parents2[j]) {
- return true;
- }
- }
- }
- return false;
- }
-
-
- /**
- * Check if two nodes are in the same tree.
- *
- * @param {Node} node1
- * @param {Node} node2
- * @return {Boolean} true if this is so, false otherwise
- */
- inSameSubNetwork(node1, node2) {
- return (this.trees[node1.id] === this.trees[node2.id]);
- }
-
-
- /**
- * Get a list of the distinct levels in the current network
- *
- * @returns {Array}
- */
- getLevels() {
- return Object.keys(this.distributionOrdering);
- }
-
-
- /**
- * Add a node to the ordering per level
- *
- * @param {Node} node
- * @param {number} level
- */
- addToOrdering(node, level) {
- if (this.distributionOrdering[level] === undefined) {
- this.distributionOrdering[level] = [];
- }
-
- var isPresent = false;
- var curLevel = this.distributionOrdering[level];
- for (var n in curLevel) {
- //if (curLevel[n].id === node.id) {
- if (curLevel[n] === node) {
- isPresent = true;
- break;
- }
- }
-
- if (!isPresent) {
- this.distributionOrdering[level].push(node);
- this.distributionIndex[node.id] = this.distributionOrdering[level].length - 1;
- }
- }
- }
-
- /**
- * The Layout Engine
- */
- class LayoutEngine {
- /**
- * @param {Object} body
- */
- constructor(body) {
- this.body = body;
-
- this.initialRandomSeed = Math.round(Math.random() * 1000000);
- this.randomSeed = this.initialRandomSeed;
- this.setPhysics = false;
- this.options = {};
- this.optionsBackup = {physics:{}};
-
- this.defaultOptions = {
- randomSeed: undefined,
- improvedLayout: true,
- hierarchical: {
- enabled:false,
- levelSeparation: 150,
- nodeSpacing: 100,
- treeSpacing: 200,
- blockShifting: true,
- edgeMinimization: true,
- parentCentralization: true,
- direction: 'UD', // UD, DU, LR, RL
- sortMethod: 'hubsize' // hubsize, directed
- }
- };
- util.extend(this.options, this.defaultOptions);
- this.bindEventListeners();
- }
-
- /**
- * Binds event listeners
- */
- bindEventListeners() {
- this.body.emitter.on('_dataChanged', () => {
- this.setupHierarchicalLayout();
- });
- this.body.emitter.on('_dataLoaded', () => {
- this.layoutNetwork();
- });
- this.body.emitter.on('_resetHierarchicalLayout', () => {
- this.setupHierarchicalLayout();
- });
- this.body.emitter.on('_adjustEdgesForHierarchicalLayout', () => {
- if (this.options.hierarchical.enabled !== true) {
- return;
- }
- // get the type of static smooth curve in case it is required
- let type = this.direction.curveType();
-
- // force all edges into static smooth curves.
- this.body.emitter.emit('_forceDisableDynamicCurves', type, false);
- });
- }
-
- /**
- *
- * @param {Object} options
- * @param {Object} allOptions
- * @returns {Object}
- */
- setOptions(options, allOptions) {
- if (options !== undefined) {
- let hierarchical = this.options.hierarchical;
- let prevHierarchicalState = hierarchical.enabled;
- util.selectiveDeepExtend(["randomSeed", "improvedLayout"],this.options, options);
- util.mergeOptions(this.options, options, 'hierarchical');
- if (options.randomSeed !== undefined) {this.initialRandomSeed = options.randomSeed;}
-
- if (hierarchical.enabled === true) {
- if (prevHierarchicalState === true) {
- // refresh the overridden options for nodes and edges.
- this.body.emitter.emit('refresh', true);
- }
-
- // make sure the level separation is the right way up
- if (hierarchical.direction === 'RL' || hierarchical.direction === 'DU') {
- if (hierarchical.levelSeparation > 0) {
- hierarchical.levelSeparation *= -1;
- }
- }
- else {
- if (hierarchical.levelSeparation < 0) {
- hierarchical.levelSeparation *= -1;
- }
- }
-
- this.setDirectionStrategy();
-
- this.body.emitter.emit('_resetHierarchicalLayout');
- // because the hierarchical system needs it's own physics and smooth curve settings,
- // we adapt the other options if needed.
- return this.adaptAllOptionsForHierarchicalLayout(allOptions);
- }
- else {
- if (prevHierarchicalState === true) {
- // refresh the overridden options for nodes and edges.
- this.body.emitter.emit('refresh');
- return util.deepExtend(allOptions,this.optionsBackup);
- }
- }
- }
- return allOptions;
- }
-
- /**
- *
- * @param {Object} allOptions
- * @returns {Object}
- */
- adaptAllOptionsForHierarchicalLayout(allOptions) {
- if (this.options.hierarchical.enabled === true) {
- let backupPhysics = this.optionsBackup.physics;
-
- // set the physics
- if (allOptions.physics === undefined || allOptions.physics === true) {
- allOptions.physics = {
- enabled: backupPhysics.enabled === undefined ? true : backupPhysics.enabled,
- solver :'hierarchicalRepulsion'
- };
- backupPhysics.enabled = backupPhysics.enabled === undefined ? true : backupPhysics.enabled;
- backupPhysics.solver = backupPhysics.solver || 'barnesHut';
- }
- else if (typeof allOptions.physics === 'object') {
- backupPhysics.enabled = allOptions.physics.enabled === undefined ? true : allOptions.physics.enabled;
- backupPhysics.solver = allOptions.physics.solver || 'barnesHut';
- allOptions.physics.solver = 'hierarchicalRepulsion';
- }
- else if (allOptions.physics !== false) {
- backupPhysics.solver ='barnesHut';
- allOptions.physics = {solver:'hierarchicalRepulsion'};
- }
-
- // get the type of static smooth curve in case it is required
- let type = this.direction.curveType();
-
- // disable smooth curves if nothing is defined. If smooth curves have been turned on,
- // turn them into static smooth curves.
- if (allOptions.edges === undefined) {
- this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
- allOptions.edges = {smooth: false};
- }
- else if (allOptions.edges.smooth === undefined) {
- this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
- allOptions.edges.smooth = false;
- }
- else {
- if (typeof allOptions.edges.smooth === 'boolean') {
- this.optionsBackup.edges = {smooth:allOptions.edges.smooth};
- allOptions.edges.smooth = {enabled: allOptions.edges.smooth, type:type}
- }
- else {
- let smooth = allOptions.edges.smooth;
-
- // allow custom types except for dynamic
- if (smooth.type !== undefined && smooth.type !== 'dynamic') {
- type = smooth.type;
- }
-
- // TODO: this is options merging; see if the standard routines can be used here.
- this.optionsBackup.edges = {
- smooth : smooth.enabled === undefined ? true : smooth.enabled,
- type : smooth.type === undefined ? 'dynamic': smooth.type,
- roundness : smooth.roundness === undefined ? 0.5 : smooth.roundness,
- forceDirection: smooth.forceDirection === undefined ? false : smooth.forceDirection
- };
-
-
- // NOTE: Copying an object to self; this is basically setting defaults for undefined variables
- allOptions.edges.smooth = {
- enabled : smooth.enabled === undefined ? true : smooth.enabled,
- type : type,
- roundness : smooth.roundness === undefined ? 0.5 : smooth.roundness,
- forceDirection: smooth.forceDirection === undefined ? false: smooth.forceDirection
- }
- }
- }
-
- // Force all edges into static smooth curves.
- // Only applies to edges that do not use the global options for smooth.
- this.body.emitter.emit('_forceDisableDynamicCurves', type);
- }
-
- return allOptions;
- }
-
- /**
- *
- * @returns {number}
- */
- seededRandom() {
- let x = Math.sin(this.randomSeed++) * 10000;
- return x - Math.floor(x);
- }
-
- /**
- *
- * @param {Array.<Node>} nodesArray
- */
- positionInitially(nodesArray) {
- if (this.options.hierarchical.enabled !== true) {
- this.randomSeed = this.initialRandomSeed;
- let radius = nodesArray.length + 50;
- for (let i = 0; i < nodesArray.length; i++) {
- let node = nodesArray[i];
- let angle = 2 * Math.PI * this.seededRandom();
- if (node.x === undefined) {
- node.x = radius * Math.cos(angle);
- }
- if (node.y === undefined) {
- node.y = radius * Math.sin(angle);
- }
- }
- }
- }
-
-
- /**
- * Use Kamada Kawai to position nodes. This is quite a heavy algorithm so if there are a lot of nodes we
- * cluster them first to reduce the amount.
- */
- layoutNetwork() {
- if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
- let indices = this.body.nodeIndices;
-
- // first check if we should Kamada Kawai to layout. The threshold is if less than half of the visible
- // nodes have predefined positions we use this.
- let positionDefined = 0;
- for (let i = 0; i < indices.length; i++) {
- let node = this.body.nodes[indices[i]];
- if (node.predefinedPosition === true) {
- positionDefined += 1;
- }
- }
-
- // if less than half of the nodes have a predefined position we continue
- if (positionDefined < 0.5 * indices.length) {
- let MAX_LEVELS = 10;
- let level = 0;
- let clusterThreshold = 150;
- // Performance enhancement, during clustering edges need only be simple straight lines.
- // These options don't propagate outside the clustering phase.
- let clusterOptions = {
- clusterEdgeProperties:{
- smooth: {
- enabled: false
- }
- }
- };
-
- // if there are a lot of nodes, we cluster before we run the algorithm.
- // NOTE: this part fails to find clusters for large scale-free networks, which should
- // be easily clusterable.
- // TODO: examine why this is so
- if (indices.length > clusterThreshold) {
- let startLength = indices.length;
- while (indices.length > clusterThreshold && level <= MAX_LEVELS) {
- //console.time("clustering")
- level += 1;
- let before = indices.length;
- // if there are many nodes we do a hubsize cluster
- if (level % 3 === 0) {
- this.body.modules.clustering.clusterBridges(clusterOptions);
- }
- else {
- this.body.modules.clustering.clusterOutliers(clusterOptions);
- }
- let after = indices.length;
- if (before == after && level % 3 !== 0) {
- this._declusterAll();
- this.body.emitter.emit("_layoutFailed");
- console.info("This network could not be positioned by this version of the improved layout algorithm."
- + " Please disable improvedLayout for better performance.");
- return;
- }
- //console.timeEnd("clustering")
- //console.log(before,level,after);
- }
- // increase the size of the edges
- this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150, 2 * startLength)})
- }
- if (level > MAX_LEVELS){
- console.info("The clustering didn't succeed within the amount of interations allowed,"
- + " progressing with partial result.");
- }
-
- // position the system for these nodes and edges
- this.body.modules.kamadaKawai.solve(indices, this.body.edgeIndices, true);
-
- // shift to center point
- this._shiftToCenter();
-
- // perturb the nodes a little bit to force the physics to kick in
- let offset = 70;
- for (let i = 0; i < indices.length; i++) {
- // Only perturb the nodes that aren't fixed
- let node = this.body.nodes[indices[i]];
- if (node.predefinedPosition === false) {
- node.x += (0.5 - this.seededRandom())*offset;
- node.y += (0.5 - this.seededRandom())*offset;
- }
- }
-
- // uncluster all clusters
- this._declusterAll();
-
- // reposition all bezier nodes.
- this.body.emitter.emit("_repositionBezierNodes");
- }
- }
- }
-
- /**
- * Move all the nodes towards to the center so gravitational pull wil not move the nodes away from view
- * @private
- */
- _shiftToCenter() {
- let range = NetworkUtil.getRangeCore(this.body.nodes, this.body.nodeIndices);
- let center = NetworkUtil.findCenter(range);
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- let node = this.body.nodes[this.body.nodeIndices[i]];
- node.x -= center.x;
- node.y -= center.y;
- }
- }
-
- /**
- * Expands all clusters
- * @private
- */
- _declusterAll() {
- let clustersPresent = true;
- while (clustersPresent === true) {
- clustersPresent = false;
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- if (this.body.nodes[this.body.nodeIndices[i]].isCluster === true) {
- clustersPresent = true;
- this.body.modules.clustering.openCluster(this.body.nodeIndices[i], {}, false);
- }
- }
- if (clustersPresent === true) {
- this.body.emitter.emit('_dataChanged');
- }
- }
- }
-
- /**
- *
- * @returns {number|*}
- */
- getSeed() {
- return this.initialRandomSeed;
- }
-
- /**
- * This is the main function to layout the nodes in a hierarchical way.
- * It checks if the node details are supplied correctly
- *
- * @private
- */
- setupHierarchicalLayout() {
- if (this.options.hierarchical.enabled === true && this.body.nodeIndices.length > 0) {
- // get the size of the largest hubs and check if the user has defined a level for a node.
- let node, nodeId;
- let definedLevel = false;
- let undefinedLevel = false;
- this.lastNodeOnLevel = {};
- this.hierarchical = new HierarchicalStatus();
-
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- node = this.body.nodes[nodeId];
- if (node.options.level !== undefined) {
- definedLevel = true;
- this.hierarchical.levels[nodeId] = node.options.level;
- }
- else {
- undefinedLevel = true;
- }
- }
- }
-
- // if the user defined some levels but not all, alert and run without hierarchical layout
- if (undefinedLevel === true && definedLevel === true) {
- throw new Error('To use the hierarchical layout, nodes require either no predefined levels'
- + ' or levels have to be defined for all nodes.');
- }
- else {
- // define levels if undefined by the users. Based on hubsize.
- if (undefinedLevel === true) {
- let sortMethod = this.options.hierarchical.sortMethod;
- if (sortMethod === 'hubsize') {
- this._determineLevelsByHubsize();
- }
- else if (sortMethod === 'directed') {
- this._determineLevelsDirected();
- }
- else if (sortMethod === 'custom') {
- this._determineLevelsCustomCallback();
- }
- }
-
-
- // fallback for cases where there are nodes but no edges
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- this.hierarchical.ensureLevel(nodeId);
- }
- }
- // check the distribution of the nodes per level.
- let distribution = this._getDistribution();
-
- // get the parent children relations.
- this._generateMap();
-
- // place the nodes on the canvas.
- this._placeNodesByHierarchy(distribution);
-
- // condense the whitespace.
- this._condenseHierarchy();
-
- // shift to center so gravity does not have to do much
- this._shiftToCenter();
- }
- }
- }
-
- /**
- * @private
- */
- _condenseHierarchy() {
- // Global var in this scope to define when the movement has stopped.
- let stillShifting = false;
- let branches = {};
- // first we have some methods to help shifting trees around.
- // the main method to shift the trees
- let shiftTrees = () => {
- let treeSizes = getTreeSizes();
- let shiftBy = 0;
- for (let i = 0; i < treeSizes.length - 1; i++) {
- let diff = treeSizes[i].max - treeSizes[i+1].min;
- shiftBy += diff + this.options.hierarchical.treeSpacing;
- shiftTree(i + 1, shiftBy);
- }
- };
-
- // shift a single tree by an offset
- let shiftTree = (index, offset) => {
- let trees = this.hierarchical.trees;
-
- for (let nodeId in trees) {
- if (trees.hasOwnProperty(nodeId)) {
- if (trees[nodeId] === index) {
- this.direction.shift(nodeId, offset);
- }
- }
- }
- };
-
- // get the width of all trees
- let getTreeSizes = () => {
- let treeWidths = [];
- for (let i = 0; i < this.hierarchical.numTrees(); i++) {
- treeWidths.push(this.direction.getTreeSize(i));
- }
- return treeWidths;
- };
-
-
- // get a map of all nodes in this branch
- let getBranchNodes = (source, map) => {
- if (map[source.id]) {
- return;
- }
- map[source.id] = true;
- if (this.hierarchical.childrenReference[source.id]) {
- let children = this.hierarchical.childrenReference[source.id];
- if (children.length > 0) {
- for (let i = 0; i < children.length; i++) {
- getBranchNodes(this.body.nodes[children[i]], map);
- }
- }
- }
- };
-
- // get a min max width as well as the maximum movement space it has on either sides
- // we use min max terminology because width and height can interchange depending on the direction of the layout
- let getBranchBoundary = (branchMap, maxLevel = 1e9) => {
- let minSpace = 1e9;
- let maxSpace = 1e9;
- let min = 1e9;
- let max = -1e9;
- for (let branchNode in branchMap) {
- if (branchMap.hasOwnProperty(branchNode)) {
- let node = this.body.nodes[branchNode];
- let level = this.hierarchical.levels[node.id];
- let position = this.direction.getPosition(node);
-
- // get the space around the node.
- let [minSpaceNode, maxSpaceNode] = this._getSpaceAroundNode(node,branchMap);
- minSpace = Math.min(minSpaceNode, minSpace);
- maxSpace = Math.min(maxSpaceNode, maxSpace);
-
- // the width is only relevant for the levels two nodes have in common. This is why we filter on this.
- if (level <= maxLevel) {
- min = Math.min(position, min);
- max = Math.max(position, max);
- }
- }
- }
-
- return [min, max, minSpace, maxSpace];
- }
-
-
- // check what the maximum level is these nodes have in common.
- let getCollisionLevel = (node1, node2) => {
- let maxLevel1 = this.hierarchical.getMaxLevel(node1.id);
- let maxLevel2 = this.hierarchical.getMaxLevel(node2.id);
- return Math.min(maxLevel1, maxLevel2);
- };
-
-
- /**
- * Condense elements. These can be nodes or branches depending on the callback.
- *
- * @param {function} callback
- * @param {Array.<number>} levels
- * @param {*} centerParents
- */
- let shiftElementsCloser = (callback, levels, centerParents) => {
- let hier = this.hierarchical;
-
- for (let i = 0; i < levels.length; i++) {
- let level = levels[i];
- let levelNodes = hier.distributionOrdering[level];
- if (levelNodes.length > 1) {
- for (let j = 0; j < levelNodes.length - 1; j++) {
- let node1 = levelNodes[j];
- let node2 = levelNodes[j+1];
-
- // NOTE: logic maintained as it was; if nodes have same ancestor,
- // then of course they are in the same sub-network.
- if (hier.hasSameParent(node1, node2) && hier.inSameSubNetwork(node1, node2) ) {
- callback(node1, node2, centerParents);
- }
- }
- }
- }
- };
-
-
- // callback for shifting branches
- let branchShiftCallback = (node1, node2, centerParent = false) => {
- //window.CALLBACKS.push(() => {
- let pos1 = this.direction.getPosition(node1);
- let pos2 = this.direction.getPosition(node2);
- let diffAbs = Math.abs(pos2 - pos1);
- let nodeSpacing = this.options.hierarchical.nodeSpacing;
- //console.log("NOW CHECKING:", node1.id, node2.id, diffAbs);
- if (diffAbs > nodeSpacing) {
- let branchNodes1 = {};
- let branchNodes2 = {};
-
- getBranchNodes(node1, branchNodes1);
- getBranchNodes(node2, branchNodes2);
-
- // check the largest distance between the branches
- let maxLevel = getCollisionLevel(node1, node2);
- let branchNodeBoundary1 = getBranchBoundary(branchNodes1, maxLevel);
- let branchNodeBoundary2 = getBranchBoundary(branchNodes2, maxLevel);
- let max1 = branchNodeBoundary1[1];
- let min2 = branchNodeBoundary2[0];
- let minSpace2 = branchNodeBoundary2[2];
-
- //console.log(node1.id, getBranchBoundary(branchNodes1, maxLevel), node2.id,
- // getBranchBoundary(branchNodes2, maxLevel), maxLevel);
- let diffBranch = Math.abs(max1 - min2);
- if (diffBranch > nodeSpacing) {
- let offset = max1 - min2 + nodeSpacing;
- if (offset < -minSpace2 + nodeSpacing) {
- offset = -minSpace2 + nodeSpacing;
- //console.log("RESETTING OFFSET", max1 - min2 + this.options.hierarchical.nodeSpacing, -minSpace2, offset);
- }
- if (offset < 0) {
- //console.log("SHIFTING", node2.id, offset);
- this._shiftBlock(node2.id, offset);
- stillShifting = true;
-
- if (centerParent === true)
- this._centerParent(node2);
- }
- }
-
- }
- //this.body.emitter.emit("_redraw");})
- };
-
- let minimizeEdgeLength = (iterations, node) => {
- //window.CALLBACKS.push(() => {
- // console.log("ts",node.id);
- let nodeId = node.id;
- let allEdges = node.edges;
- let nodeLevel = this.hierarchical.levels[node.id];
-
- // gather constants
- let C2 = this.options.hierarchical.levelSeparation * this.options.hierarchical.levelSeparation;
- let referenceNodes = {};
- let aboveEdges = [];
- for (let i = 0; i < allEdges.length; i++) {
- let edge = allEdges[i];
- if (edge.toId != edge.fromId) {
- let otherNode = edge.toId == nodeId ? edge.from : edge.to;
- referenceNodes[allEdges[i].id] = otherNode;
- if (this.hierarchical.levels[otherNode.id] < nodeLevel) {
- aboveEdges.push(edge);
- }
- }
- }
-
- // differentiated sum of lengths based on only moving one node over one axis
- let getFx = (point, edges) => {
- let sum = 0;
- for (let i = 0; i < edges.length; i++) {
- if (referenceNodes[edges[i].id] !== undefined) {
- let a = this.direction.getPosition(referenceNodes[edges[i].id]) - point;
- sum += a / Math.sqrt(a * a + C2);
- }
- }
- return sum;
- };
-
- // doubly differentiated sum of lengths based on only moving one node over one axis
- let getDFx = (point, edges) => {
- let sum = 0;
- for (let i = 0; i < edges.length; i++) {
- if (referenceNodes[edges[i].id] !== undefined) {
- let a = this.direction.getPosition(referenceNodes[edges[i].id]) - point;
- sum -= (C2 * Math.pow(a * a + C2, -1.5));
- }
- }
- return sum;
- };
-
- let getGuess = (iterations, edges) => {
- let guess = this.direction.getPosition(node);
- // Newton's method for optimization
- let guessMap = {};
- for (let i = 0; i < iterations; i++) {
- let fx = getFx(guess, edges);
- let dfx = getDFx(guess, edges);
-
- // we limit the movement to avoid instability.
- let limit = 40;
- let ratio = Math.max(-limit, Math.min(limit, Math.round(fx/dfx)));
- guess = guess - ratio;
- // reduce duplicates
- if (guessMap[guess] !== undefined) {
- break;
- }
- guessMap[guess] = i;
- }
- return guess;
- };
-
- let moveBranch = (guess) => {
- // position node if there is space
- let nodePosition = this.direction.getPosition(node);
-
- // check movable area of the branch
- if (branches[node.id] === undefined) {
- let branchNodes = {};
- getBranchNodes(node, branchNodes);
- branches[node.id] = branchNodes;
- }
- let branchBoundary = getBranchBoundary(branches[node.id]);
- let minSpaceBranch = branchBoundary[2];
- let maxSpaceBranch = branchBoundary[3];
-
- let diff = guess - nodePosition;
-
- // check if we are allowed to move the node:
- let branchOffset = 0;
- if (diff > 0) {
- branchOffset = Math.min(diff, maxSpaceBranch - this.options.hierarchical.nodeSpacing);
- }
- else if (diff < 0) {
- branchOffset = -Math.min(-diff, minSpaceBranch - this.options.hierarchical.nodeSpacing);
- }
-
- if (branchOffset != 0) {
- //console.log("moving branch:",branchOffset, maxSpaceBranch, minSpaceBranch)
- this._shiftBlock(node.id, branchOffset);
- //this.body.emitter.emit("_redraw");
- stillShifting = true;
- }
- };
-
- let moveNode = (guess) => {
- let nodePosition = this.direction.getPosition(node);
-
- // position node if there is space
- let [minSpace, maxSpace] = this._getSpaceAroundNode(node);
- let diff = guess - nodePosition;
- // check if we are allowed to move the node:
- let newPosition = nodePosition;
- if (diff > 0) {
- newPosition = Math.min(nodePosition + (maxSpace - this.options.hierarchical.nodeSpacing), guess);
- }
- else if (diff < 0) {
- newPosition = Math.max(nodePosition - (minSpace - this.options.hierarchical.nodeSpacing), guess);
- }
-
- if (newPosition !== nodePosition) {
- //console.log("moving Node:",diff, minSpace, maxSpace);
- this.direction.setPosition(node, newPosition);
- //this.body.emitter.emit("_redraw");
- stillShifting = true;
- }
- };
-
- let guess = getGuess(iterations, aboveEdges);
- moveBranch(guess);
- guess = getGuess(iterations, allEdges);
- moveNode(guess);
- //})
- };
-
- // method to remove whitespace between branches. Because we do bottom up, we can center the parents.
- let minimizeEdgeLengthBottomUp = (iterations) => {
- let levels = this.hierarchical.getLevels();
- levels = levels.reverse();
- for (let i = 0; i < iterations; i++) {
- stillShifting = false;
- for (let j = 0; j < levels.length; j++) {
- let level = levels[j];
- let levelNodes = this.hierarchical.distributionOrdering[level];
- for (let k = 0; k < levelNodes.length; k++) {
- minimizeEdgeLength(1000, levelNodes[k]);
- }
- }
- if (stillShifting !== true) {
- //console.log("FINISHED minimizeEdgeLengthBottomUp IN " + i);
- break;
- }
- }
- };
-
- // method to remove whitespace between branches. Because we do bottom up, we can center the parents.
- let shiftBranchesCloserBottomUp = (iterations) => {
- let levels = this.hierarchical.getLevels();
- levels = levels.reverse();
- for (let i = 0; i < iterations; i++) {
- stillShifting = false;
- shiftElementsCloser(branchShiftCallback, levels, true);
- if (stillShifting !== true) {
- //console.log("FINISHED shiftBranchesCloserBottomUp IN " + (i+1));
- break;
- }
- }
- };
-
- // center all parents
- let centerAllParents = () => {
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId))
- this._centerParent(this.body.nodes[nodeId]);
- }
- };
-
- // center all parents
- let centerAllParentsBottomUp = () => {
- let levels = this.hierarchical.getLevels();
- levels = levels.reverse();
- for (let i = 0; i < levels.length; i++) {
- let level = levels[i];
- let levelNodes = this.hierarchical.distributionOrdering[level];
- for (let j = 0; j < levelNodes.length; j++) {
- this._centerParent(levelNodes[j]);
- }
- }
- };
-
- // the actual work is done here.
- if (this.options.hierarchical.blockShifting === true) {
- shiftBranchesCloserBottomUp(5);
- centerAllParents();
- }
-
- // minimize edge length
- if (this.options.hierarchical.edgeMinimization === true) {
- minimizeEdgeLengthBottomUp(20);
- }
-
- if (this.options.hierarchical.parentCentralization === true) {
- centerAllParentsBottomUp()
- }
-
- shiftTrees();
- }
-
- /**
- * This gives the space around the node. IF a map is supplied, it will only check against nodes NOT in the map.
- * This is used to only get the distances to nodes outside of a branch.
- * @param {Node} node
- * @param {{Node.id: vis.Node}} map
- * @returns {number[]}
- * @private
- */
- _getSpaceAroundNode(node, map) {
- let useMap = true;
- if (map === undefined) {
- useMap = false;
- }
- let level = this.hierarchical.levels[node.id];
- if (level !== undefined) {
- let index = this.hierarchical.distributionIndex[node.id];
- let position = this.direction.getPosition(node);
- let ordering = this.hierarchical.distributionOrdering[level];
- let minSpace = 1e9;
- let maxSpace = 1e9;
- if (index !== 0) {
- let prevNode = ordering[index - 1];
- if ((useMap === true && map[prevNode.id] === undefined) || useMap === false) {
- let prevPos = this.direction.getPosition(prevNode);
- minSpace = position - prevPos;
- }
- }
-
- if (index != ordering.length - 1) {
- let nextNode = ordering[index + 1];
- if ((useMap === true && map[nextNode.id] === undefined) || useMap === false) {
- let nextPos = this.direction.getPosition(nextNode);
- maxSpace = Math.min(maxSpace, nextPos - position);
- }
- }
-
- return [minSpace, maxSpace];
- }
- else {
- return [0, 0];
- }
- }
-
-
- /**
- * We use this method to center a parent node and check if it does not cross other nodes when it does.
- * @param {Node} node
- * @private
- */
- _centerParent(node) {
- if (this.hierarchical.parentReference[node.id]) {
- let parents = this.hierarchical.parentReference[node.id];
- for (var i = 0; i < parents.length; i++) {
- let parentId = parents[i];
- let parentNode = this.body.nodes[parentId];
- let children = this.hierarchical.childrenReference[parentId];
-
- if (children !== undefined) {
- // get the range of the children
- let newPosition = this._getCenterPosition(children);
-
- let position = this.direction.getPosition(parentNode);
- let [minSpace, maxSpace] = this._getSpaceAroundNode(parentNode);
- let diff = position - newPosition;
- if ((diff < 0 && Math.abs(diff) < maxSpace - this.options.hierarchical.nodeSpacing) ||
- (diff > 0 && Math.abs(diff) < minSpace - this.options.hierarchical.nodeSpacing)) {
- this.direction.setPosition(parentNode, newPosition);
- }
- }
- }
- }
- }
-
-
- /**
- * This function places the nodes on the canvas based on the hierarchial distribution.
- *
- * @param {Object} distribution | obtained by the function this._getDistribution()
- * @private
- */
- _placeNodesByHierarchy(distribution) {
- this.positionedNodes = {};
- // start placing all the level 0 nodes first. Then recursively position their branches.
- for (let level in distribution) {
- if (distribution.hasOwnProperty(level)) {
- // sort nodes in level by position:
- let nodeArray = Object.keys(distribution[level]);
- nodeArray = this._indexArrayToNodes(nodeArray);
- this.direction.sort(nodeArray);
- let handledNodeCount = 0;
-
- for (let i = 0; i < nodeArray.length; i++) {
- let node = nodeArray[i];
- if (this.positionedNodes[node.id] === undefined) {
- let spacing = this.options.hierarchical.nodeSpacing;
- let pos = spacing * handledNodeCount;
- // We get the X or Y values we need and store them in pos and previousPos.
- // The get and set make sure we get X or Y
- if (handledNodeCount > 0) {
- pos = this.direction.getPosition(nodeArray[i-1]) + spacing;
- }
- this.direction.setPosition(node, pos, level);
- this._validatePositionAndContinue(node, level, pos);
-
- handledNodeCount++;
- }
- }
- }
- }
- }
-
-
- /**
- * This is a recursively called function to enumerate the branches from the largest hubs and place the nodes
- * on a X position that ensures there will be no overlap.
- *
- * @param {Node.id} parentId
- * @param {number} parentLevel
- * @private
- */
- _placeBranchNodes(parentId, parentLevel) {
- let childRef = this.hierarchical.childrenReference[parentId];
-
- // if this is not a parent, cancel the placing. This can happen with multiple parents to one child.
- if (childRef === undefined) {
- return;
- }
-
- // get a list of childNodes
- let childNodes = [];
- for (let i = 0; i < childRef.length; i++) {
- childNodes.push(this.body.nodes[childRef[i]]);
- }
-
- // use the positions to order the nodes.
- this.direction.sort(childNodes);
-
- // position the childNodes
- for (let i = 0; i < childNodes.length; i++) {
- let childNode = childNodes[i];
- let childNodeLevel = this.hierarchical.levels[childNode.id];
- // check if the child node is below the parent node and if it has already been positioned.
- if (childNodeLevel > parentLevel && this.positionedNodes[childNode.id] === undefined) {
- // get the amount of space required for this node. If parent the width is based on the amount of children.
- let spacing = this.options.hierarchical.nodeSpacing;
- let pos;
-
- // we get the X or Y values we need and store them in pos and previousPos.
- // The get and set make sure we get X or Y
- if (i === 0) {
- pos = this.direction.getPosition(this.body.nodes[parentId]);
- } else {
- pos = this.direction.getPosition(childNodes[i-1]) + spacing;
- }
- this.direction.setPosition(childNode, pos, childNodeLevel);
- this._validatePositionAndContinue(childNode, childNodeLevel, pos);
- }
- else {
- return;
- }
- }
-
- // center the parent nodes.
- let center = this._getCenterPosition(childNodes);
- this.direction.setPosition(this.body.nodes[parentId], center, parentLevel);
- }
-
-
- /**
- * This method checks for overlap and if required shifts the branch. It also keeps records of positioned nodes.
- * Finally it will call _placeBranchNodes to place the branch nodes.
- * @param {Node} node
- * @param {number} level
- * @param {number} pos
- * @private
- */
- _validatePositionAndContinue(node, level, pos) {
- // This method only works for formal trees and formal forests
- // Early exit if this is not the case
- if (!this.hierarchical.isTree) return;
-
- // if overlap has been detected, we shift the branch
- if (this.lastNodeOnLevel[level] !== undefined) {
- let previousPos = this.direction.getPosition(this.body.nodes[this.lastNodeOnLevel[level]]);
- if (pos - previousPos < this.options.hierarchical.nodeSpacing) {
- let diff = (previousPos + this.options.hierarchical.nodeSpacing) - pos;
- let sharedParent = this._findCommonParent(this.lastNodeOnLevel[level], node.id);
- this._shiftBlock(sharedParent.withChild, diff);
- }
- }
-
- this.lastNodeOnLevel[level] = node.id; // store change in position.
- this.positionedNodes[node.id] = true;
- this._placeBranchNodes(node.id, level);
- }
-
- /**
- * Receives an array with node indices and returns an array with the actual node references.
- * Used for sorting based on node properties.
- * @param {Array.<Node.id>} idArray
- * @returns {Array.<Node>}
- */
- _indexArrayToNodes(idArray) {
- let array = [];
- for (let i = 0; i < idArray.length; i++) {
- array.push(this.body.nodes[idArray[i]])
- }
- return array;
- }
-
- /**
- * This function get the distribution of levels based on hubsize
- *
- * @returns {Object}
- * @private
- */
- _getDistribution() {
- let distribution = {};
- let nodeId, node;
-
- // we fix Y because the hierarchy is vertical,
- // we fix X so we do not give a node an x position for a second time.
- // the fix of X is removed after the x value has been set.
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- node = this.body.nodes[nodeId];
- let level = this.hierarchical.levels[nodeId] === undefined ? 0 : this.hierarchical.levels[nodeId];
- this.direction.fix(node, level);
- if (distribution[level] === undefined) {
- distribution[level] = {};
- }
- distribution[level][nodeId] = node;
- }
- }
- return distribution;
- }
-
-
- /**
- * Return the active (i.e. visible) edges for this node
- *
- * @param {Node} node
- * @returns {Array.<vis.Edge>} Array of edge instances
- * @private
- */
- _getActiveEdges(node) {
- let result = [];
-
- util.forEach(node.edges, (edge) => {
- if (this.body.edgeIndices.indexOf(edge.id) !== -1) {
- result.push(edge);
- }
- });
-
- return result;
- }
-
-
- /**
- * Get the hubsizes for all active nodes.
- *
- * @returns {number}
- * @private
- */
- _getHubSizes() {
- let hubSizes = {};
- let nodeIds = this.body.nodeIndices;
-
- util.forEach(nodeIds, (nodeId) => {
- let node = this.body.nodes[nodeId];
- let hubSize = this._getActiveEdges(node).length;
- hubSizes[hubSize] = true;
- });
-
- // Make an array of the size sorted descending
- let result = [];
- util.forEach(hubSizes, (size) => {
- result.push(Number(size));
- });
-
- result.sort(function(a, b) {
- return b - a;
- });
-
- return result;
- }
-
-
- /**
- * this function allocates nodes in levels based on the recursive branching from the largest hubs.
- *
- * @private
- */
- _determineLevelsByHubsize() {
- let levelDownstream = (nodeA, nodeB) => {
- this.hierarchical.levelDownstream(nodeA, nodeB);
- }
-
- let hubSizes = this._getHubSizes();
-
- for (let i = 0; i < hubSizes.length; ++i ) {
- let hubSize = hubSizes[i];
- if (hubSize === 0) break;
-
- util.forEach(this.body.nodeIndices, (nodeId) => {
- let node = this.body.nodes[nodeId];
-
- if (hubSize === this._getActiveEdges(node).length) {
- this._crawlNetwork(levelDownstream, nodeId);
- }
- });
- }
- }
-
-
- /**
- * TODO: release feature
- * TODO: Determine if this feature is needed at all
- *
- * @private
- */
- _determineLevelsCustomCallback() {
- let minLevel = 100000;
-
- // TODO: this should come from options.
- let customCallback = function(nodeA, nodeB, edge) { // eslint-disable-line no-unused-vars
-
- };
-
- // TODO: perhaps move to HierarchicalStatus.
- // But I currently don't see the point, this method is not used.
- let levelByDirection = (nodeA, nodeB, edge) => {
- let levelA = this.hierarchical.levels[nodeA.id];
- // set initial level
- if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
-
- let diff = customCallback(
- NetworkUtil.cloneOptions(nodeA,'node'),
- NetworkUtil.cloneOptions(nodeB,'node'),
- NetworkUtil.cloneOptions(edge,'edge')
- );
-
- this.hierarchical.levels[nodeB.id] = levelA + diff;
- };
-
- this._crawlNetwork(levelByDirection);
- this.hierarchical.setMinLevelToZero(this.body.nodes);
- }
-
- /**
- * Allocate nodes in levels based on the direction of the edges.
- *
- * @private
- */
- _determineLevelsDirected() {
- let minLevel = 10000;
-
- /**
- * Check if there is an edge going the opposite direction for given edge
- *
- * @param {Edge} edge edge to check
- * @returns {boolean} true if there's another edge going into the opposite direction
- */
- let isBidirectional = (edge) => {
- util.forEach(this.body.edges, (otherEdge) => {
- if (otherEdge.toId === edge.fromId && otherEdge.fromId === edge.toId) {
- return true;
- }
- });
-
- return false;
- };
-
-
- let levelByDirection = (nodeA, nodeB, edge) => {
- let levelA = this.hierarchical.levels[nodeA.id];
- let levelB = this.hierarchical.levels[nodeB.id];
-
- if (isBidirectional(edge) && levelA !== undefined && levelB !== undefined) {
- // Don't redo the level determination if already done in this case.
- return;
- }
-
- // set initial level
- if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
- if (edge.toId == nodeB.id) {
- this.hierarchical.levels[nodeB.id] = levelA + 1;
- }
- else {
- this.hierarchical.levels[nodeB.id] = levelA - 1;
- }
- };
-
- this._crawlNetwork(levelByDirection);
- this.hierarchical.setMinLevelToZero(this.body.nodes);
- }
-
-
- /**
- * Update the bookkeeping of parent and child.
- * @private
- */
- _generateMap() {
- let fillInRelations = (parentNode, childNode) => {
- if (this.hierarchical.levels[childNode.id] > this.hierarchical.levels[parentNode.id]) {
- this.hierarchical.addRelation(parentNode.id, childNode.id);
- }
- };
-
- this._crawlNetwork(fillInRelations);
- this.hierarchical.checkIfTree();
- }
-
-
- /**
- * Crawl over the entire network and use a callback on each node couple that is connected to each other.
- * @param {function} [callback=function(){}] | will receive nodeA, nodeB and the connecting edge. A and B are distinct.
- * @param {Node.id} startingNodeId
- * @private
- */
- _crawlNetwork(callback = function() {}, startingNodeId) {
- let progress = {};
-
- let crawler = (node, tree) => {
- if (progress[node.id] === undefined) {
- this.hierarchical.setTreeIndex(node, tree);
-
- progress[node.id] = true;
- let childNode;
- let edges = this._getActiveEdges(node);
- for (let i = 0; i < edges.length; i++) {
- let edge = edges[i];
- if (edge.connected === true) {
- if (edge.toId == node.id) { // Not '===' because id's can be string and numeric
- childNode = edge.from;
- }
- else {
- childNode = edge.to;
- }
-
- if (node.id != childNode.id) { // Not '!==' because id's can be string and numeric
- callback(node, childNode, edge);
- crawler(childNode, tree);
- }
- }
- }
- }
- };
-
-
- if (startingNodeId === undefined) {
- // Crawl over all nodes
- let treeIndex = 0; // Serves to pass a unique id for the current distinct tree
-
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- let nodeId = this.body.nodeIndices[i];
-
- if (progress[nodeId] === undefined) {
- let node = this.body.nodes[nodeId];
- crawler(node, treeIndex);
- treeIndex += 1;
- }
- }
- }
- else {
- // Crawl from the given starting node
- let node = this.body.nodes[startingNodeId];
- if (node === undefined) {
- console.error("Node not found:", startingNodeId);
- return;
- }
- crawler(node);
- }
- }
-
-
- /**
- * Shift a branch a certain distance
- * @param {Node.id} parentId
- * @param {number} diff
- * @private
- */
- _shiftBlock(parentId, diff) {
- let progress = {};
- let shifter = (parentId) => {
- if (progress[parentId]) {
- return;
- }
- progress[parentId] = true;
- this.direction.shift(parentId, diff);
-
- let childRef = this.hierarchical.childrenReference[parentId];
- if (childRef !== undefined) {
- for (let i = 0; i < childRef.length; i++) {
- shifter(childRef[i]);
- }
- }
- };
- shifter(parentId);
- }
-
-
- /**
- * Find a common parent between branches.
- * @param {Node.id} childA
- * @param {Node.id} childB
- * @returns {{foundParent, withChild}}
- * @private
- */
- _findCommonParent(childA,childB) {
- let parents = {};
- let iterateParents = (parents,child) => {
- let parentRef = this.hierarchical.parentReference[child];
- if (parentRef !== undefined) {
- for (let i = 0; i < parentRef.length; i++) {
- let parent = parentRef[i];
- parents[parent] = true;
- iterateParents(parents, parent)
- }
- }
- };
- let findParent = (parents, child) => {
- let parentRef = this.hierarchical.parentReference[child];
- if (parentRef !== undefined) {
- for (let i = 0; i < parentRef.length; i++) {
- let parent = parentRef[i];
- if (parents[parent] !== undefined) {
- return {foundParent:parent, withChild:child};
- }
- let branch = findParent(parents, parent);
- if (branch.foundParent !== null) {
- return branch;
- }
- }
- }
- return {foundParent:null, withChild:child};
- };
-
- iterateParents(parents, childA);
- return findParent(parents, childB);
- }
-
-
- /**
- * Set the strategy pattern for handling the coordinates given the current direction.
- *
- * The individual instances contain all the operations and data specific to a layout direction.
- *
- * @param {Node} node
- * @param {{x: number, y: number}} position
- * @param {number} level
- * @param {boolean} [doNotUpdate=false]
- * @private
- */
- setDirectionStrategy() {
- var isVertical = (this.options.hierarchical.direction === 'UD'
- || this.options.hierarchical.direction === 'DU');
-
- if(isVertical) {
- this.direction = new VerticalStrategy(this);
- } else {
- this.direction = new HorizontalStrategy(this);
- }
- }
-
-
- /**
- * Determine the center position of a branch from the passed list of child nodes
- *
- * This takes into account the positions of all the child nodes.
- * @param {Array.<Node|vis.Node.id>} childNodes Array of either child nodes or node id's
- * @return {number}
- * @private
- */
- _getCenterPosition(childNodes) {
- let minPos = 1e9;
- let maxPos = -1e9;
-
- for (let i = 0; i < childNodes.length; i++) {
- let childNode;
- if (childNodes[i].id !== undefined) {
- childNode = childNodes[i];
- } else {
- let childNodeId = childNodes[i];
- childNode = this.body.nodes[childNodeId];
- }
-
- let position = this.direction.getPosition(childNode);
- minPos = Math.min(minPos, position);
- maxPos = Math.max(maxPos, position);
- }
-
- return 0.5 * (minPos + maxPos);
- }
- }
-
- export default LayoutEngine;
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