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- import BarnesHutSolver from './components/physics/BarnesHutSolver';
- import Repulsion from './components/physics/RepulsionSolver';
- import HierarchicalRepulsion from './components/physics/HierarchicalRepulsionSolver';
- import SpringSolver from './components/physics/SpringSolver';
- import HierarchicalSpringSolver from './components/physics/HierarchicalSpringSolver';
- import CentralGravitySolver from './components/physics/CentralGravitySolver';
- import ForceAtlas2BasedRepulsionSolver from './components/physics/FA2BasedRepulsionSolver';
- import ForceAtlas2BasedCentralGravitySolver from './components/physics/FA2BasedCentralGravitySolver';
-
- var util = require('../../util');
-
-
- class PhysicsEngine {
- constructor(body) {
- this.body = body;
- this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
-
- this.physicsEnabled = true;
- this.simulationInterval = 1000 / 60;
- this.requiresTimeout = true;
- this.previousStates = {};
- this.freezeCache = {};
- this.renderTimer = undefined;
-
- this.stabilized = false;
- this.startedStabilization = false;
- this.stabilizationIterations = 0;
- this.ready = false; // will be set to true if the stabilize
-
- // default options
- this.options = {};
- this.defaultOptions = {
- barnesHut: {
- theta: 0.5,
- gravitationalConstant: -2000,
- centralGravity: 0.3,
- springLength: 95,
- springConstant: 0.04,
- damping: 0.09,
- avoidOverlap: 0
- },
- forceAtlas2Based: {
- theta: 0.5,
- gravitationalConstant: -50,
- centralGravity: 0.01,
- springConstant: 0.08,
- springLength: 100,
- damping: 0.4,
- avoidOverlap: 0
- },
- repulsion: {
- centralGravity: 0.2,
- springLength: 200,
- springConstant: 0.05,
- nodeDistance: 100,
- damping: 0.09,
- avoidOverlap: 0
- },
- hierarchicalRepulsion: {
- centralGravity: 0.0,
- springLength: 100,
- springConstant: 0.01,
- nodeDistance: 120,
- damping: 0.09
- },
- maxVelocity: 50,
- minVelocity: 0.1, // px/s
- solver: 'barnesHut',
- stabilization: {
- enabled: true,
- iterations: 1000, // maximum number of iteration to stabilize
- updateInterval: 100,
- onlyDynamicEdges: false,
- fit: true
- },
- timestep: 0.5
- };
- util.extend(this.options, this.defaultOptions);
-
- this.bindEventListeners();
- }
-
- bindEventListeners() {
- this.body.emitter.on('initPhysics', () => {this.initPhysics();});
- this.body.emitter.on('resetPhysics', () => {this.stopSimulation(); this.ready = false;});
- this.body.emitter.on('disablePhysics', () => {this.physicsEnabled = false; this.stopSimulation();});
- this.body.emitter.on('restorePhysics', () => {
- this.setOptions(this.options);
- if (this.ready === true) {
- this.startSimulation();
- }
- });
- this.body.emitter.on('startSimulation', () => {
- if (this.ready === true) {
- this.startSimulation();
- }
- });
- this.body.emitter.on('stopSimulation', () => {this.stopSimulation();});
- this.body.emitter.on('destroy', () => {
- this.stopSimulation(false);
- this.body.emitter.off();
- });
- }
-
- setOptions(options) {
- if (options !== undefined) {
- if (options === false) {
- this.physicsEnabled = false;
- this.stopSimulation();
- }
- else {
- this.physicsEnabled = true;
- util.selectiveNotDeepExtend(['stabilization'], this.options, options);
- util.mergeOptions(this.options, options, 'stabilization')
- }
- }
- this.init();
- }
-
-
- init() {
- var options;
- if (this.options.solver === 'forceAtlas2Based') {
- options = this.options.forceAtlas2Based;
- this.nodesSolver = new ForceAtlas2BasedRepulsionSolver(this.body, this.physicsBody, options);
- this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
- this.gravitySolver = new ForceAtlas2BasedCentralGravitySolver(this.body, this.physicsBody, options);
- }
- else if (this.options.solver === 'repulsion') {
- options = this.options.repulsion;
- this.nodesSolver = new Repulsion(this.body, this.physicsBody, options);
- this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
- this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
- }
- else if (this.options.solver === 'hierarchicalRepulsion') {
- options = this.options.hierarchicalRepulsion;
- this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options);
- this.edgesSolver = new HierarchicalSpringSolver(this.body, this.physicsBody, options);
- this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
- }
- else { // barnesHut
- options = this.options.barnesHut;
- this.nodesSolver = new BarnesHutSolver(this.body, this.physicsBody, options);
- this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
- this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
- }
-
- this.modelOptions = options;
- }
-
- initPhysics() {
- if (this.physicsEnabled === true) {
- if (this.options.stabilization.enabled === true) {
- this.stabilize();
- }
- else {
- this.stabilized = false;
- this.ready = true;
- this.body.emitter.emit('fit', {}, true);
- this.startSimulation();
- }
- }
- else {
- this.ready = true;
- this.body.emitter.emit('fit');
- }
- }
-
- /**
- * Start the simulation
- */
- startSimulation() {
- if (this.physicsEnabled === true) {
- this.stabilized = false;
-
- // this sets the width of all nodes initially which could be required for the avoidOverlap
- this.body.emitter.emit("_resizeNodes");
-
- if (this.viewFunction === undefined) {
- this.viewFunction = this.simulationStep.bind(this);
- this.body.emitter.on('initRedraw', this.viewFunction);
- this.body.emitter.emit('_startRendering');
- }
- }
- else {
- this.body.emitter.emit('_redraw');
- }
- }
-
-
- /**
- * Stop the simulation, force stabilization.
- */
- stopSimulation(emit = true) {
- this.stabilized = true;
- if (emit === true) {
- this._emitStabilized();
- }
- if (this.viewFunction !== undefined) {
- this.body.emitter.off('initRedraw', this.viewFunction);
- this.viewFunction = undefined;
- if (emit === true) {
- this.body.emitter.emit('_stopRendering');
- }
- }
- }
-
-
- /**
- * The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized.
- *
- */
- simulationStep() {
- // check if the physics have settled
- var startTime = Date.now();
- this.physicsTick();
- var physicsTime = Date.now() - startTime;
-
- // run double speed if it is a little graph
- if ((physicsTime < 0.4 * this.simulationInterval || this.runDoubleSpeed === true) && this.stabilized === false) {
- this.physicsTick();
-
- // this makes sure there is no jitter. The decision is taken once to run it at double speed.
- this.runDoubleSpeed = true;
- }
-
- if (this.stabilized === true) {
- if (this.stabilizationIterations > 1) {
- // trigger the 'stabilized' event.
- // The event is triggered on the next tick, to prevent the case that
- // it is fired while initializing the Network, in which case you would not
- // be able to catch it
- this.startedStabilization = false;
- //this._emitStabilized();
- }
- this.stopSimulation();
- }
- }
-
- _emitStabilized() {
- if (this.stabilizationIterations > 1) {
- setTimeout(() => {
- this.body.emitter.emit('stabilized', {iterations: this.stabilizationIterations});
- this.stabilizationIterations = 0;
- }, 0);
- }
- }
-
- /**
- * A single simulation step (or 'tick') in the physics simulation
- *
- * @private
- */
- physicsTick() {
- if (this.stabilized === false) {
- this.calculateForces();
- this.stabilized = this.moveNodes();
-
- // determine if the network has stabilzied
- if (this.stabilized === true) {
- this.revert();
- }
- else {
- // this is here to ensure that there is no start event when the network is already stable.
- if (this.startedStabilization === false) {
- this.body.emitter.emit('startStabilizing');
- this.startedStabilization = true;
- }
- }
-
- this.stabilizationIterations++;
- }
- }
-
- /**
- * Nodes and edges can have the physics toggles on or off. A collection of indices is created here so we can skip the check all the time.
- *
- * @private
- */
- updatePhysicsData() {
- this.physicsBody.forces = {};
- this.physicsBody.physicsNodeIndices = [];
- this.physicsBody.physicsEdgeIndices = [];
- let nodes = this.body.nodes;
- let edges = this.body.edges;
-
- // get node indices for physics
- for (let nodeId in nodes) {
- if (nodes.hasOwnProperty(nodeId)) {
- if (nodes[nodeId].options.physics === true) {
- this.physicsBody.physicsNodeIndices.push(nodeId);
- }
- }
- }
-
- // get edge indices for physics
- for (let edgeId in edges) {
- if (edges.hasOwnProperty(edgeId)) {
- if (edges[edgeId].options.physics === true) {
- this.physicsBody.physicsEdgeIndices.push(edgeId);
- }
- }
- }
-
- // get the velocity and the forces vector
- for (let i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
- let nodeId = this.physicsBody.physicsNodeIndices[i];
- this.physicsBody.forces[nodeId] = {x:0,y:0};
-
- // forces can be reset because they are recalculated. Velocities have to persist.
- if (this.physicsBody.velocities[nodeId] === undefined) {
- this.physicsBody.velocities[nodeId] = {x:0,y:0};
- }
- }
-
- // clean deleted nodes from the velocity vector
- for (let nodeId in this.physicsBody.velocities) {
- if (nodes[nodeId] === undefined) {
- delete this.physicsBody.velocities[nodeId];
- }
- }
- }
-
-
- /**
- * Revert the simulation one step. This is done so after stabilization, every new start of the simulation will also say stabilized.
- */
- revert() {
- var nodeIds = Object.keys(this.previousStates);
- var nodes = this.body.nodes;
- var velocities = this.physicsBody.velocities;
-
- for (let i = 0; i < nodeIds.length; i++) {
- let nodeId = nodeIds[i];
- if (nodes[nodeId] !== undefined) {
- if (nodes[nodeId].options.physics === true) {
- velocities[nodeId].x = this.previousStates[nodeId].vx;
- velocities[nodeId].y = this.previousStates[nodeId].vy;
- nodes[nodeId].x = this.previousStates[nodeId].x;
- nodes[nodeId].y = this.previousStates[nodeId].y;
- }
- }
- else {
- delete this.previousStates[nodeId];
- }
- }
- }
-
- /**
- * move the nodes one timestap and check if they are stabilized
- * @returns {boolean}
- */
- moveNodes() {
- var nodesPresent = false;
- var nodeIndices = this.physicsBody.physicsNodeIndices;
- var maxVelocity = this.options.maxVelocity ? this.options.maxVelocity : 1e9;
- var stabilized = true;
- var vminCorrected = this.options.minVelocity / Math.max(this.body.view.scale,0.05);
-
- for (let i = 0; i < nodeIndices.length; i++) {
- let nodeId = nodeIndices[i];
- let nodeVelocity = this._performStep(nodeId, maxVelocity);
- // stabilized is true if stabilized is true and velocity is smaller than vmin --> all nodes must be stabilized
- stabilized = nodeVelocity < vminCorrected && stabilized === true;
- nodesPresent = true;
- }
-
-
- if (nodesPresent === true) {
- if (vminCorrected > 0.5*this.options.maxVelocity) {
- return false;
- }
- else {
- return stabilized;
- }
- }
- return true;
- }
-
-
- /**
- * Perform the actual step
- *
- * @param nodeId
- * @param maxVelocity
- * @returns {number}
- * @private
- */
- _performStep(nodeId,maxVelocity) {
- var node = this.body.nodes[nodeId];
- var timestep = this.options.timestep;
- var forces = this.physicsBody.forces;
- var velocities = this.physicsBody.velocities;
-
- // store the state so we can revert
- this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
-
- if (node.options.fixed.x === false) {
- let dx = this.modelOptions.damping * velocities[nodeId].x; // damping force
- let ax = (forces[nodeId].x - dx) / node.options.mass; // acceleration
- velocities[nodeId].x += ax * timestep; // velocity
- velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
- node.x += velocities[nodeId].x * timestep; // position
- }
- else {
- forces[nodeId].x = 0;
- velocities[nodeId].x = 0;
- }
-
- if (node.options.fixed.y === false) {
- let dy = this.modelOptions.damping * velocities[nodeId].y; // damping force
- let ay = (forces[nodeId].y - dy) / node.options.mass; // acceleration
- velocities[nodeId].y += ay * timestep; // velocity
- velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
- node.y += velocities[nodeId].y * timestep; // position
- }
- else {
- forces[nodeId].y = 0;
- velocities[nodeId].y = 0;
- }
-
- var totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
- return totalVelocity;
- }
-
-
- /**
- * calculate the forces for one physics iteration.
- */
- calculateForces() {
- this.gravitySolver.solve();
- this.nodesSolver.solve();
- this.edgesSolver.solve();
- }
-
-
-
- /**
- * When initializing and stabilizing, we can freeze nodes with a predefined position. This greatly speeds up stabilization
- * because only the supportnodes for the smoothCurves have to settle.
- *
- * @private
- */
- _freezeNodes() {
- var nodes = this.body.nodes;
- for (var id in nodes) {
- if (nodes.hasOwnProperty(id)) {
- if (nodes[id].x && nodes[id].y) {
- this.freezeCache[id] = {x:nodes[id].options.fixed.x,y:nodes[id].options.fixed.y};
- nodes[id].options.fixed.x = true;
- nodes[id].options.fixed.y = true;
- }
- }
- }
- }
-
- /**
- * Unfreezes the nodes that have been frozen by _freezeDefinedNodes.
- *
- * @private
- */
- _restoreFrozenNodes() {
- var nodes = this.body.nodes;
- for (var id in nodes) {
- if (nodes.hasOwnProperty(id)) {
- if (this.freezeCache[id] !== undefined) {
- nodes[id].options.fixed.x = this.freezeCache[id].x;
- nodes[id].options.fixed.y = this.freezeCache[id].y;
- }
- }
- }
- this.freezeCache = {};
- }
-
- /**
- * Find a stable position for all nodes
- * @private
- */
- stabilize(iterations = this.options.stabilization.iterations) {
- if (typeof iterations !== 'number') {
- console.log('The stabilize method needs a numeric amount of iterations. Switching to default: ', this.options.stabilization.iterations);
- iterations = this.options.stabilization.iterations;
- }
-
- // this sets the width of all nodes initially which could be required for the avoidOverlap
- this.body.emitter.emit("_resizeNodes");
-
- // stop the render loop
- this.stopSimulation();
-
- // set stabilze to false
- this.stabilized = false;
-
- // block redraw requests
- this.body.emitter.emit('_blockRedrawRequests');
- this.targetIterations = iterations;
-
- // start the stabilization
- if (this.options.stabilization.onlyDynamicEdges === true) {
- this._freezeNodes();
- }
- this.stabilizationIterations = 0;
-
- setTimeout(() => this._stabilizationBatch(),0);
- }
-
- _stabilizationBatch() {
- var count = 0;
- while (this.stabilized === false && count < this.options.stabilization.updateInterval && this.stabilizationIterations < this.targetIterations) {
- this.physicsTick();
- this.stabilizationIterations++;
- count++;
- }
-
- if (this.stabilized === false && this.stabilizationIterations < this.targetIterations) {
- this.body.emitter.emit('stabilizationProgress', {iterations: this.stabilizationIterations, total: this.targetIterations});
- setTimeout(this._stabilizationBatch.bind(this),0);
- }
- else {
- this._finalizeStabilization();
- }
- }
-
- _finalizeStabilization() {
- this.body.emitter.emit('_allowRedrawRequests');
- if (this.options.stabilization.fit === true) {
- this.body.emitter.emit('fit');
- }
-
- if (this.options.stabilization.onlyDynamicEdges === true) {
- this._restoreFrozenNodes();
- }
-
- this.body.emitter.emit('stabilizationIterationsDone');
- this.body.emitter.emit('_requestRedraw');
-
- if (this.stabilized === true) {
- this._emitStabilized();
- }
- else {
- this.startSimulation();
- }
-
- this.ready = true;
- }
-
- }
-
- export default PhysicsEngine;
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