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- /**
- * Created by Alex on 2/23/2015.
- */
-
- 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";
-
- class PhysicsEngine {
- constructor(body, options) {
- this.body = body;
- this.physicsBody = {calculationNodes: {}, calculationNodeIndices:[], forces: {}, velocities: {}};
- this.previousStates = {};
- this.setOptions(options);
- }
-
- setOptions(options) {
- if (options !== undefined) {
- this.options = options;
- this.init();
- }
- }
-
-
- init() {
- var options;
- if (this.options.model == "repulsion") {
- options = this.options.repulsion;
- this.nodesSolver = new Repulsion(this.body, this.physicsBody, options);
- this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
- }
- else if (this.options.model == "hierarchicalRepulsion") {
- options = this.options.hierarchicalRepulsion;
- this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options);
- this.edgesSolver = new HierarchicalSpringSolver(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;
- }
-
- /**
- * Smooth curves are created by adding invisible nodes in the center of the edges. These nodes are also
- * handled in the calculateForces function. We then use a quadratic curve with the center node as control.
- * This function joins the datanodes and invisible (called support) nodes into one object.
- * We do this so we do not contaminate this.body.nodes with the support nodes.
- *
- * @private
- */
- _updateCalculationNodes() {
- this.physicsBody.calculationNodes = {};
- this.physicsBody.forces = {};
- this.physicsBody.calculationNodeIndices = [];
-
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- let nodeId = this.body.nodeIndices[i];
- this.physicsBody.calculationNodes[nodeId] = this.body.nodes[nodeId];
- }
-
- // if support nodes are used, we have them here
- var supportNodes = this.body.supportNodes;
- for (let i = 0; i < this.body.supportNodeIndices.length; i++) {
- let supportNodeId = this.body.supportNodeIndices[i];
- if (this.body.edges[supportNodes[supportNodeId].parentEdgeId] !== undefined) {
- this.physicsBody.calculationNodes[supportNodeId] = supportNodes[supportNodeId];
- }
- else {
- console.error("Support node detected that does not have an edge!")
- }
- }
-
- this.physicsBody.calculationNodeIndices = Object.keys(this.physicsBody.calculationNodes);
- for (let i = 0; i < this.physicsBody.calculationNodeIndices.length; i++) {
- let nodeId = this.physicsBody.calculationNodeIndices[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 (this.physicsBody.calculationNodes[nodeId] === undefined) {
- delete this.physicsBody.velocities[nodeId];
- }
- }
- }
-
-
- revert() {
- var nodeIds = Object.keys(this.previousStates);
- var nodes = this.physicsBody.calculationNodes;
- var velocities = this.physicsBody.velocities;
-
- for (let i = 0; i < nodeIds.length; i++) {
- let nodeId = nodeIds[i];
- if (nodes[nodeId] !== undefined) {
- 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];
- }
- }
- }
-
- moveNodes() {
- var nodesPresent = false;
- var nodeIndices = this.physicsBody.calculationNodeIndices;
- var maxVelocity = this.options.maxVelocity === 0 ? 1e9 : this.options.maxVelocity;
- var moving = false;
- var vminCorrected = this.options.minVelocity / Math.max(this.body.functions.getScale(),0.05);
-
- for (let i = 0; i < nodeIndices.length; i++) {
- let nodeId = nodeIndices[i];
- let nodeVelocity = this._performStep(nodeId, maxVelocity);
- moving = nodeVelocity > vminCorrected;
- nodesPresent = true;
- }
-
-
- if (nodesPresent == true) {
- if (vminCorrected > 0.5*this.options.maxVelocity) {
- return true;
- }
- else {
- return moving;
- }
- }
- return false;
- }
-
- _performStep(nodeId,maxVelocity) {
- var node = this.physicsBody.calculationNodes[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.xFixed) {
- 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.yFixed) {
- 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;
- }
-
-
- calculateForces() {
- this.gravitySolver.solve();
- this.nodesSolver.solve();
- this.edgesSolver.solve();
- }
- }
-
- export {PhysicsEngine};
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