|
|
- /**
- * @class BarnesHutSolver
- */
- class BarnesHutSolver {
- /**
- * @param {Object} body
- * @param {{physicsNodeIndices: Array, physicsEdgeIndices: Array, forces: {}, velocities: {}}} physicsBody
- * @param {Object} options
- * @constructor BarnesHutSolver
- */
- constructor(body, physicsBody, options) {
- this.body = body;
- this.physicsBody = physicsBody;
- this.barnesHutTree;
- this.setOptions(options);
- this.randomSeed = 5;
-
- // debug: show grid
- //this.body.emitter.on("afterDrawing", (ctx) => {this._debug(ctx,'#ff0000')})
- }
-
- /**
- *
- * @param {Object} options
- */
- setOptions(options) {
- this.options = options;
- this.thetaInversed = 1 / this.options.theta;
- this.overlapAvoidanceFactor = 1 - Math.max(0, Math.min(1,this.options.avoidOverlap)); // if 1 then min distance = 0.5, if 0.5 then min distance = 0.5 + 0.5*node.shape.radius
- }
-
- /**
- *
- * @returns {number} random integer
- */
- seededRandom() {
- var x = Math.sin(this.randomSeed++) * 10000;
- return x - Math.floor(x);
- }
-
-
- /**
- * This function calculates the forces the nodes apply on each other based on a gravitational model.
- * The Barnes Hut method is used to speed up this N-body simulation.
- *
- * @private
- */
- solve() {
- if (this.options.gravitationalConstant !== 0 && this.physicsBody.physicsNodeIndices.length > 0) {
- let node;
- let nodes = this.body.nodes;
- let nodeIndices = this.physicsBody.physicsNodeIndices;
- let nodeCount = nodeIndices.length;
-
- // create the tree
- let barnesHutTree = this._formBarnesHutTree(nodes, nodeIndices);
-
- // for debugging
- this.barnesHutTree = barnesHutTree;
-
- // place the nodes one by one recursively
- for (let i = 0; i < nodeCount; i++) {
- node = nodes[nodeIndices[i]];
- if (node.options.mass > 0) {
- // starting with root is irrelevant, it never passes the BarnesHutSolver condition
- this._getForceContribution(barnesHutTree.root.children.NW, node);
- this._getForceContribution(barnesHutTree.root.children.NE, node);
- this._getForceContribution(barnesHutTree.root.children.SW, node);
- this._getForceContribution(barnesHutTree.root.children.SE, node);
- }
- }
- }
- }
-
-
- /**
- * This function traverses the barnesHutTree. It checks when it can approximate distant nodes with their center of mass.
- * If a region contains a single node, we check if it is not itself, then we apply the force.
- *
- * @param {Object} parentBranch
- * @param {vis.Node} node
- * @private
- */
- _getForceContribution(parentBranch, node) {
- // we get no force contribution from an empty region
- if (parentBranch.childrenCount > 0) {
- let dx, dy, distance;
-
- // get the distance from the center of mass to the node.
- dx = parentBranch.centerOfMass.x - node.x;
- dy = parentBranch.centerOfMass.y - node.y;
- distance = Math.sqrt(dx * dx + dy * dy);
-
- // BarnesHutSolver condition
- // original condition : s/d < theta = passed === d/s > 1/theta = passed
- // calcSize = 1/s --> d * 1/s > 1/theta = passed
- if (distance * parentBranch.calcSize > this.thetaInversed) {
- this._calculateForces(distance, dx, dy, node, parentBranch);
- }
- else {
- // Did not pass the condition, go into children if available
- if (parentBranch.childrenCount === 4) {
- this._getForceContribution(parentBranch.children.NW, node);
- this._getForceContribution(parentBranch.children.NE, node);
- this._getForceContribution(parentBranch.children.SW, node);
- this._getForceContribution(parentBranch.children.SE, node);
- }
- else { // parentBranch must have only one node, if it was empty we wouldnt be here
- if (parentBranch.children.data.id != node.id) { // if it is not self
- this._calculateForces(distance, dx, dy, node, parentBranch);
- }
- }
- }
- }
- }
-
-
- /**
- * Calculate the forces based on the distance.
- *
- * @param {number} distance
- * @param {number} dx
- * @param {number} dy
- * @param {vis.Node} node
- * @param {Object} parentBranch
- * @private
- */
- _calculateForces(distance, dx, dy, node, parentBranch) {
- if (distance === 0) {
- distance = 0.1;
- dx = distance;
- }
-
- if (this.overlapAvoidanceFactor < 1 && node.shape.radius) {
- distance = Math.max(0.1 + (this.overlapAvoidanceFactor * node.shape.radius), distance - node.shape.radius);
- }
-
- // the dividing by the distance cubed instead of squared allows us to get the fx and fy components without sines and cosines
- // it is shorthand for gravityforce with distance squared and fx = dx/distance * gravityForce
- let gravityForce = this.options.gravitationalConstant * parentBranch.mass * node.options.mass / Math.pow(distance,3);
- let fx = dx * gravityForce;
- let fy = dy * gravityForce;
-
- this.physicsBody.forces[node.id].x += fx;
- this.physicsBody.forces[node.id].y += fy;
- }
-
-
- /**
- * This function constructs the barnesHut tree recursively. It creates the root, splits it and starts placing the nodes.
- *
- * @param {Array<vis.Node>} nodes
- * @param {Array<number>} nodeIndices
- * @returns {{root: {centerOfMass: {x: number, y: number}, mass: number, range: {minX: number, maxX: number, minY: number, maxY: number}, size: number, calcSize: number, children: {data: null}, maxWidth: number, level: number, childrenCount: number}}} BarnesHutTree
- * @private
- */
- _formBarnesHutTree(nodes, nodeIndices) {
- let node;
- let nodeCount = nodeIndices.length;
-
- let minX = nodes[nodeIndices[0]].x;
- let minY = nodes[nodeIndices[0]].y;
- let maxX = nodes[nodeIndices[0]].x;
- let maxY = nodes[nodeIndices[0]].y;
-
- // get the range of the nodes
- for (let i = 1; i < nodeCount; i++) {
- let x = nodes[nodeIndices[i]].x;
- let y = nodes[nodeIndices[i]].y;
- if (nodes[nodeIndices[i]].options.mass > 0) {
- if (x < minX) {
- minX = x;
- }
- if (x > maxX) {
- maxX = x;
- }
- if (y < minY) {
- minY = y;
- }
- if (y > maxY) {
- maxY = y;
- }
- }
- }
- // make the range a square
- let sizeDiff = Math.abs(maxX - minX) - Math.abs(maxY - minY); // difference between X and Y
- if (sizeDiff > 0) {
- minY -= 0.5 * sizeDiff;
- maxY += 0.5 * sizeDiff;
- } // xSize > ySize
- else {
- minX += 0.5 * sizeDiff;
- maxX -= 0.5 * sizeDiff;
- } // xSize < ySize
-
-
- let minimumTreeSize = 1e-5;
- let rootSize = Math.max(minimumTreeSize, Math.abs(maxX - minX));
- let halfRootSize = 0.5 * rootSize;
- let centerX = 0.5 * (minX + maxX), centerY = 0.5 * (minY + maxY);
-
- // construct the barnesHutTree
- let barnesHutTree = {
- root: {
- centerOfMass: {x: 0, y: 0},
- mass: 0,
- range: {
- minX: centerX - halfRootSize, maxX: centerX + halfRootSize,
- minY: centerY - halfRootSize, maxY: centerY + halfRootSize
- },
- size: rootSize,
- calcSize: 1 / rootSize,
- children: {data: null},
- maxWidth: 0,
- level: 0,
- childrenCount: 4
- }
- };
- this._splitBranch(barnesHutTree.root);
-
- // place the nodes one by one recursively
- for (let i = 0; i < nodeCount; i++) {
- node = nodes[nodeIndices[i]];
- if (node.options.mass > 0) {
- this._placeInTree(barnesHutTree.root, node);
- }
- }
-
- // make global
- return barnesHutTree
- }
-
-
- /**
- * this updates the mass of a branch. this is increased by adding a node.
- *
- * @param {Object} parentBranch
- * @param {vis.Node} node
- * @private
- */
- _updateBranchMass(parentBranch, node) {
- let totalMass = parentBranch.mass + node.options.mass;
- let totalMassInv = 1 / totalMass;
-
- parentBranch.centerOfMass.x = parentBranch.centerOfMass.x * parentBranch.mass + node.x * node.options.mass;
- parentBranch.centerOfMass.x *= totalMassInv;
-
- parentBranch.centerOfMass.y = parentBranch.centerOfMass.y * parentBranch.mass + node.y * node.options.mass;
- parentBranch.centerOfMass.y *= totalMassInv;
-
- parentBranch.mass = totalMass;
- let biggestSize = Math.max(Math.max(node.height, node.radius), node.width);
- parentBranch.maxWidth = (parentBranch.maxWidth < biggestSize) ? biggestSize : parentBranch.maxWidth;
-
- }
-
-
- /**
- * determine in which branch the node will be placed.
- *
- * @param {Object} parentBranch
- * @param {vis.Node} node
- * @param {boolean} skipMassUpdate
- * @private
- */
- _placeInTree(parentBranch, node, skipMassUpdate) {
- if (skipMassUpdate != true || skipMassUpdate === undefined) {
- // update the mass of the branch.
- this._updateBranchMass(parentBranch, node);
- }
-
- if (parentBranch.children.NW.range.maxX > node.x) { // in NW or SW
- if (parentBranch.children.NW.range.maxY > node.y) { // in NW
- this._placeInRegion(parentBranch, node, "NW");
- }
- else { // in SW
- this._placeInRegion(parentBranch, node, "SW");
- }
- }
- else { // in NE or SE
- if (parentBranch.children.NW.range.maxY > node.y) { // in NE
- this._placeInRegion(parentBranch, node, "NE");
- }
- else { // in SE
- this._placeInRegion(parentBranch, node, "SE");
- }
- }
- }
-
-
- /**
- * actually place the node in a region (or branch)
- *
- * @param {Object} parentBranch
- * @param {vis.Node} node
- * @param {'NW'| 'NE' | 'SW' | 'SE'} region
- * @private
- */
- _placeInRegion(parentBranch, node, region) {
- switch (parentBranch.children[region].childrenCount) {
- case 0: // place node here
- parentBranch.children[region].children.data = node;
- parentBranch.children[region].childrenCount = 1;
- this._updateBranchMass(parentBranch.children[region], node);
- break;
- case 1: // convert into children
- // if there are two nodes exactly overlapping (on init, on opening of cluster etc.)
- // we move one node a little bit and we do not put it in the tree.
- if (parentBranch.children[region].children.data.x === node.x &&
- parentBranch.children[region].children.data.y === node.y) {
- node.x += this.seededRandom();
- node.y += this.seededRandom();
- }
- else {
- this._splitBranch(parentBranch.children[region]);
- this._placeInTree(parentBranch.children[region], node);
- }
- break;
- case 4: // place in branch
- this._placeInTree(parentBranch.children[region], node);
- break;
- }
- }
-
-
- /**
- * this function splits a branch into 4 sub branches. If the branch contained a node, we place it in the subbranch
- * after the split is complete.
- *
- * @param {Object} parentBranch
- * @private
- */
- _splitBranch(parentBranch) {
- // if the branch is shaded with a node, replace the node in the new subset.
- let containedNode = null;
- if (parentBranch.childrenCount === 1) {
- containedNode = parentBranch.children.data;
- parentBranch.mass = 0;
- parentBranch.centerOfMass.x = 0;
- parentBranch.centerOfMass.y = 0;
- }
- parentBranch.childrenCount = 4;
- parentBranch.children.data = null;
- this._insertRegion(parentBranch, "NW");
- this._insertRegion(parentBranch, "NE");
- this._insertRegion(parentBranch, "SW");
- this._insertRegion(parentBranch, "SE");
-
- if (containedNode != null) {
- this._placeInTree(parentBranch, containedNode);
- }
- }
-
-
- /**
- * This function subdivides the region into four new segments.
- * Specifically, this inserts a single new segment.
- * It fills the children section of the parentBranch
- *
- * @param {Object} parentBranch
- * @param {'NW'| 'NE' | 'SW' | 'SE'} region
- * @private
- */
- _insertRegion(parentBranch, region) {
- let minX, maxX, minY, maxY;
- let childSize = 0.5 * parentBranch.size;
- switch (region) {
- case "NW":
- minX = parentBranch.range.minX;
- maxX = parentBranch.range.minX + childSize;
- minY = parentBranch.range.minY;
- maxY = parentBranch.range.minY + childSize;
- break;
- case "NE":
- minX = parentBranch.range.minX + childSize;
- maxX = parentBranch.range.maxX;
- minY = parentBranch.range.minY;
- maxY = parentBranch.range.minY + childSize;
- break;
- case "SW":
- minX = parentBranch.range.minX;
- maxX = parentBranch.range.minX + childSize;
- minY = parentBranch.range.minY + childSize;
- maxY = parentBranch.range.maxY;
- break;
- case "SE":
- minX = parentBranch.range.minX + childSize;
- maxX = parentBranch.range.maxX;
- minY = parentBranch.range.minY + childSize;
- maxY = parentBranch.range.maxY;
- break;
- }
-
-
- parentBranch.children[region] = {
- centerOfMass: {x: 0, y: 0},
- mass: 0,
- range: {minX: minX, maxX: maxX, minY: minY, maxY: maxY},
- size: 0.5 * parentBranch.size,
- calcSize: 2 * parentBranch.calcSize,
- children: {data: null},
- maxWidth: 0,
- level: parentBranch.level + 1,
- childrenCount: 0
- };
- }
-
-
-
-
- //--------------------------- DEBUGGING BELOW ---------------------------//
-
-
- /**
- * This function is for debugging purposed, it draws the tree.
- *
- * @param {CanvasRenderingContext2D} ctx
- * @param {string} color
- * @private
- */
- _debug(ctx, color) {
- if (this.barnesHutTree !== undefined) {
-
- ctx.lineWidth = 1;
-
- this._drawBranch(this.barnesHutTree.root, ctx, color);
- }
- }
-
-
- /**
- * This function is for debugging purposes. It draws the branches recursively.
- *
- * @param {Object} branch
- * @param {CanvasRenderingContext2D} ctx
- * @param {string} color
- * @private
- */
- _drawBranch(branch, ctx, color) {
- if (color === undefined) {
- color = "#FF0000";
- }
-
- if (branch.childrenCount === 4) {
- this._drawBranch(branch.children.NW, ctx);
- this._drawBranch(branch.children.NE, ctx);
- this._drawBranch(branch.children.SE, ctx);
- this._drawBranch(branch.children.SW, ctx);
- }
- ctx.strokeStyle = color;
- ctx.beginPath();
- ctx.moveTo(branch.range.minX, branch.range.minY);
- ctx.lineTo(branch.range.maxX, branch.range.minY);
- ctx.stroke();
-
- ctx.beginPath();
- ctx.moveTo(branch.range.maxX, branch.range.minY);
- ctx.lineTo(branch.range.maxX, branch.range.maxY);
- ctx.stroke();
-
- ctx.beginPath();
- ctx.moveTo(branch.range.maxX, branch.range.maxY);
- ctx.lineTo(branch.range.minX, branch.range.maxY);
- ctx.stroke();
-
- ctx.beginPath();
- ctx.moveTo(branch.range.minX, branch.range.maxY);
- ctx.lineTo(branch.range.minX, branch.range.minY);
- ctx.stroke();
-
- /*
- if (branch.mass > 0) {
- ctx.circle(branch.centerOfMass.x, branch.centerOfMass.y, 3*branch.mass);
- ctx.stroke();
- }
- */
- }
- }
-
-
- export default BarnesHutSolver;
|