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- 'use strict'
-
- let util = require('../../util');
-
- class LayoutEngine {
- constructor(body) {
- this.body = body;
-
- this.initialRandomSeed = Math.round(Math.random() * 1000000);
- this.randomSeed = this.initialRandomSeed;
- this.options = {};
- this.optionsBackup = {};
-
-
- this.defaultOptions = {
- randomSeed: undefined,
- hierarchical: {
- enabled:false,
- levelSeparation: 150,
- direction: 'UD', // UD, DU, LR, RL
- sortMethod: 'hubsize' // hubsize, directed
- }
- };
- util.extend(this.options, this.defaultOptions);
-
- this.hierarchicalLevels = {};
-
- this.bindEventListeners();
- }
-
- bindEventListeners() {
- this.body.emitter.on('_dataChanged', () => {
- this.setupHierarchicalLayout();
- });
- this.body.emitter.on('_dataLoaded', () => {
- this.layoutNetwork();
- });
- this.body.emitter.on('_resetHierarchicalLayout', () => {
- this.setupHierarchicalLayout();
- });
- }
-
- setOptions(options, allOptions) {
- if (options !== undefined) {
- let prevHierarchicalState = this.options.hierarchical.enabled;
-
- util.mergeOptions(this.options, options, 'hierarchical');
- if (options.randomSeed !== undefined) {
- this.initialRandomSeed = options.randomSeed;
- }
-
- if (this.options.hierarchical.enabled === true) {
- if (prevHierarchicalState === true) {
- // refresh the overridden options for nodes and edges.
- this.body.emitter.emit('refresh', true);
- }
-
- // make sure the level seperation is the right way up
- if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'DU') {
- if (this.options.hierarchical.levelSeparation > 0) {
- this.options.hierarchical.levelSeparation *= -1;
- }
- }
- else {
- if (this.options.hierarchical.levelSeparation < 0) {
- this.options.hierarchical.levelSeparation *= -1;
- }
- }
-
- 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.adaptAllOptions(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;
- }
-
- adaptAllOptions(allOptions) {
- if (this.options.hierarchical.enabled === true) {
- // set the physics
- if (allOptions.physics === undefined || allOptions.physics === true) {
- allOptions.physics = {solver: 'hierarchicalRepulsion'};
- this.optionsBackup.physics = {solver:'barnesHut'};
- }
- else if (typeof allOptions.physics === 'object') {
- this.optionsBackup.physics = {solver:'barnesHut'};
- if (allOptions.physics.solver !== undefined) {
- this.optionsBackup.physics = {solver:allOptions.physics.solver};
- }
- allOptions.physics['solver'] = 'hierarchicalRepulsion';
- }
- else if (allOptions.physics !== false) {
- this.optionsBackup.physics = {solver:'barnesHut'};
- allOptions.physics['solver'] = 'hierarchicalRepulsion';
- }
-
- // get the type of static smooth curve in case it is required
- let type = 'horizontal';
- if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'LR') {
- type = 'vertical';
- }
-
- // 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 {
- // allow custom types except for dynamic
- if (allOptions.edges.smooth.type !== undefined && allOptions.edges.smooth.type !== 'dynamic') {
- type = allOptions.edges.smooth.type;
- }
-
- this.optionsBackup.edges = {
- smooth: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
- type:allOptions.edges.smooth.type === undefined ? 'dynamic' : allOptions.edges.smooth.type,
- roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
- forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.smooth.forceDirection
- };
- allOptions.edges.smooth = {
- enabled: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
- type:type,
- roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
- forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.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;
- }
-
- seededRandom() {
- let x = Math.sin(this.randomSeed++) * 10000;
- return x - Math.floor(x);
- }
-
- positionInitially(nodesArray) {
- if (this.options.hierarchical.enabled !== true) {
- this.randomSeed = this.initialRandomSeed;
- for (let i = 0; i < nodesArray.length; i++) {
- let node = nodesArray[i];
- let radius = 10 * 0.1 * nodesArray.length + 10;
- 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 KamadaKawai 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() {
- // first check if we should KamadaKawai 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 < this.body.nodeIndices.length; i++) {
- let node = this.body.nodes[this.body.nodeIndices[i]];
- if (node.predefinedPosition === true) {
- positionDefined += 1;
- }
- }
-
- // if less than half of the nodes have a predefined position we continue
- if (positionDefined < 0.5 * this.body.nodeIndices.length) {
- let levels = 0;
- let clusterThreshold = 100;
- // if there are a lot of nodes, we cluster before we run the algorithm.
- if (this.body.nodeIndices.length > clusterThreshold) {
- let startLength = this.body.nodeIndices.length;
- while(this.body.nodeIndices.length > clusterThreshold) {
- levels += 1;
- // if there are many nodes we do a hubsize cluster
- if (levels % 3 === 0) {
- this.body.modules.clustering.clusterBridges();
- }
- else {
- this.body.modules.clustering.clusterOutliers();
- }
- }
- // increase the size of the edges
- this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150,2*startLength)})
- }
-
- // position the system for these nodes and edges
- this.body.modules.kamadaKawai.solve(this.body.nodeIndices, this.body.edgeIndices, true);
-
- // uncluster all clusters
- if (levels > 0) {
- 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');
- }
- }
- }
-
- // reposition all bezier nodes.
- this.body.emitter.emit("_repositionBezierNodes");
- }
- }
-
- 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.hierarchicalLevels = {};
- this.nodeSpacing = 100;
-
- 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.hierarchicalLevels[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.');
- return;
- }
- else {
- // setup the system to use hierarchical method.
- //this._changeConstants();
-
- // define levels if undefined by the users. Based on hubsize
- if (undefinedLevel === true) {
- if (this.options.hierarchical.sortMethod === 'hubsize') {
- this._determineLevelsByHubsize();
- }
- else if (this.options.hierarchical.sortMethod === 'directed' || 'direction') {
- this._determineLevelsDirected();
- }
- }
-
- // check the distribution of the nodes per level.
- let distribution = this._getDistribution();
-
- // place the nodes on the canvas.
- this._placeNodesByHierarchy(distribution);
- }
- }
- }
-
- /**
- * 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) {
- let nodeId, node;
- this.positionedNodes = {};
- // start placing all the level 0 nodes first. Then recursively position their branches.
- for (let level in distribution) {
- if (distribution.hasOwnProperty(level)) {
- for (nodeId in distribution[level].nodes) {
- if (distribution[level].nodes.hasOwnProperty(nodeId)) {
-
- node = distribution[level].nodes[nodeId];
-
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- if (node.x === undefined) {node.x = distribution[level].distance;}
- distribution[level].distance = node.x + this.nodeSpacing;
- }
- else {
- if (node.y === undefined) {node.y = distribution[level].distance;}
- distribution[level].distance = node.y + this.nodeSpacing;
- }
-
- this.positionedNodes[nodeId] = true;
- this._placeBranchNodes(node.edges,node.id,distribution,level);
- }
- }
- }
- }
- }
-
-
- /**
- * 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.hierarchicalLevels[nodeId] === undefined ? 0 : this.hierarchicalLevels[nodeId];
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- node.y = this.options.hierarchical.levelSeparation * level;
- node.options.fixed.y = true;
- }
- else {
- node.x = this.options.hierarchical.levelSeparation * level;
- node.options.fixed.x = true;
- }
- if (distribution[level] === undefined) {
- distribution[level] = {amount: 0, nodes: {}, distance: 0};
- }
- distribution[level].amount += 1;
- distribution[level].nodes[nodeId] = node;
- }
- }
- return distribution;
- }
-
-
- /**
- * Get the hubsize from all remaining unlevelled nodes.
- *
- * @returns {number}
- * @private
- */
- _getHubSize() {
- let hubSize = 0;
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- let node = this.body.nodes[nodeId];
- if (this.hierarchicalLevels[nodeId] === undefined) {
- hubSize = node.edges.length < hubSize ? hubSize : node.edges.length;
- }
- }
- }
- return hubSize;
- }
-
-
- /**
- * this function allocates nodes in levels based on the recursive branching from the largest hubs.
- *
- * @param hubsize
- * @private
- */
- _determineLevelsByHubsize() {
- let nodeId, node;
- let hubSize = 1;
-
- while (hubSize > 0) {
- // determine hubs
- hubSize = this._getHubSize();
- if (hubSize === 0)
- break;
-
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- node = this.body.nodes[nodeId];
- if (node.edges.length === hubSize) {
- this._setLevelByHubsize(0, node);
- }
- }
- }
- }
- }
-
-
- /**
- * this function is called recursively to enumerate the barnches of the largest hubs and give each node a level.
- *
- * @param level
- * @param edges
- * @param parentId
- * @private
- */
- _setLevelByHubsize(level, node) {
- if (this.hierarchicalLevels[node.id] !== undefined)
- return;
-
- let childNode;
- this.hierarchicalLevels[node.id] = level;
- for (let i = 0; i < node.edges.length; i++) {
- if (node.edges[i].toId === node.id) {
- childNode = node.edges[i].from;
- }
- else {
- childNode = node.edges[i].to;
- }
- this._setLevelByHubsize(level + 1, childNode);
- }
- }
-
-
-
- /**
- * this function allocates nodes in levels based on the direction of the edges
- *
- * @param hubsize
- * @private
- */
- _determineLevelsDirected() {
- let nodeId, node;
- let minLevel = 10000;
-
- // set first node to source
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- node = this.body.nodes[nodeId];
- this._setLevelDirected(minLevel,node);
- }
- }
-
- // get the minimum level
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- minLevel = this.hierarchicalLevels[nodeId] < minLevel ? this.hierarchicalLevels[nodeId] : minLevel;
- }
- }
-
- // subtract the minimum from the set so we have a range starting from 0
- for (nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- this.hierarchicalLevels[nodeId] -= minLevel;
- }
- }
- }
-
-
- /**
- * this function is called recursively to enumerate the branched of the first node and give each node a level based on edge direction
- *
- * @param level
- * @param edges
- * @param parentId
- * @private
- */
- _setLevelDirected(level, node) {
- if (this.hierarchicalLevels[node.id] !== undefined)
- return;
-
- let childNode;
- this.hierarchicalLevels[node.id] = level;
-
- for (let i = 0; i < node.edges.length; i++) {
- if (node.edges[i].toId === node.id) {
- childNode = node.edges[i].from;
- this._setLevelDirected(level - 1, childNode);
- }
- else {
- childNode = node.edges[i].to;
- this._setLevelDirected(level + 1, childNode);
- }
- }
- }
-
-
-
- /**
- * 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 edges
- * @param parentId
- * @param distribution
- * @param parentLevel
- * @private
- */
- _placeBranchNodes(edges, parentId, distribution, parentLevel) {
- for (let i = 0; i < edges.length; i++) {
- let childNode = undefined;
- let parentNode = undefined;
- if (edges[i].toId === parentId) {
- childNode = edges[i].from;
- parentNode = edges[i].to;
- }
- else {
- childNode = edges[i].to;
- parentNode = edges[i].from;
- }
- let childNodeLevel = this.hierarchicalLevels[childNode.id];
-
- if (this.positionedNodes[childNode.id] === undefined) {
- // if a node is conneceted to another node on the same level (or higher (means lower level))!, this is not handled here.
- if (childNodeLevel > parentLevel) {
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- if (childNode.x === undefined) {
- childNode.x = Math.max(distribution[childNodeLevel].distance, parentNode.x);
- }
- distribution[childNodeLevel].distance = childNode.x + this.nodeSpacing;
- this.positionedNodes[childNode.id] = true;
- }
- else {
- if (childNode.y === undefined) {
- childNode.y = Math.max(distribution[childNodeLevel].distance, parentNode.y)
- }
- distribution[childNodeLevel].distance = childNode.y + this.nodeSpacing;
- }
- this.positionedNodes[childNode.id] = true;
-
- if (childNode.edges.length > 1) {
- this._placeBranchNodes(childNode.edges, childNode.id, distribution, childNodeLevel);
- }
- }
- }
- }
- }
- }
-
- export default LayoutEngine;
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