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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';
-
- class PhysicsBase {
- constructor() {
- this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
- this.options = {};
-
- this.referenceState = {};
- this.previousStates = {};
-
- this.startedStabilization = false;
- this.stabilized = false;
- this.stabilizationIterations = 0;
- this.timestep = 0.5;
- }
-
- /**
- * configure the engine.
- */
- initPhysicsSolvers() {
- 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;
- }
-
- /**
- * A single simulation step (or 'tick') in the physics simulation
- *
- * @private
- */
- physicsTick() {
- // this is here to ensure that there is no start event when the network is already stable.
- if (this.startedStabilization === false) {
- this.emit('startStabilizing');
- this.startedStabilization = true;
- }
-
- if (this.stabilized === false) {
- // adaptivity means the timestep adapts to the situation, only applicable for stabilization
- if (this.adaptiveTimestep === true && this.adaptiveTimestepEnabled === true) {
- // this is the factor for increasing the timestep on success.
- let factor = 1.2;
-
- // we assume the adaptive interval is
- if (this.adaptiveCounter % this.adaptiveInterval === 0) { // we leave the timestep stable for "interval" iterations.
- // first the big step and revert. Revert saves the reference state.
- this.timestep = 2 * this.timestep;
- this.calculateForces();
- this.moveNodes();
- this.revert();
-
- // now the normal step. Since this is the last step, it is the more stable one and we will take this.
- this.timestep = 0.5 * this.timestep;
-
- // since it's half the step, we do it twice.
- this.calculateForces();
- this.moveNodes();
- this.calculateForces();
- this.moveNodes();
-
- // we compare the two steps. if it is acceptable we double the step.
- if (this._evaluateStepQuality() === true) {
- this.timestep = factor * this.timestep;
- }
- else {
- // if not, we decrease the step to a minimum of the options timestep.
- // if the decreased timestep is smaller than the options step, we do not reset the counter
- // we assume that the options timestep is stable enough.
- if (this.timestep/factor < this.options.timestep) {
- this.timestep = this.options.timestep;
- }
- else {
- // if the timestep was larger than 2 times the option one we check the adaptivity again to ensure
- // that large instabilities do not form.
- this.adaptiveCounter = -1; // check again next iteration
- this.timestep = Math.max(this.options.timestep, this.timestep/factor);
- }
- }
- }
- else {
- // normal step, keeping timestep constant
- this.calculateForces();
- this.moveNodes();
- }
-
- // increment the counter
- this.adaptiveCounter += 1;
- }
- else {
- // case for the static timestep, we reset it to the one in options and take a normal step.
- this.timestep = this.options.timestep;
- this.calculateForces();
- this.moveNodes();
- }
-
- // determine if the network has stabilzied
- if (this.stabilized === true) {
- this.revert();
- }
-
- this.stabilizationIterations++;
- }
- }
-
- /**
- * 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;
- this.referenceState = {};
-
- for (let i = 0; i < nodeIds.length; i++) {
- let nodeId = nodeIds[i];
- if (nodes[nodeId] !== undefined) {
- if (this.isWorker || nodes[nodeId].options.physics === true) {
- this.referenceState[nodeId] = {
- positions: {x:nodes[nodeId].x, y:nodes[nodeId].y}
- };
- 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];
- }
- }
- }
-
- /**
- * This compares the reference state to the current state
- */
- _evaluateStepQuality() {
- let dx, dy, dpos;
- let nodes = this.body.nodes;
- let reference = this.referenceState;
- let posThreshold = 0.3;
-
- for (let nodeId in this.referenceState) {
- if (this.referenceState.hasOwnProperty(nodeId) && nodes[nodeId] !== undefined) {
- dx = nodes[nodeId].x - reference[nodeId].positions.x;
- dy = nodes[nodeId].y - reference[nodeId].positions.y;
-
- dpos = Math.sqrt(Math.pow(dx,2) + Math.pow(dy,2))
-
- if (dpos > posThreshold) {
- return false;
- }
- }
- }
- return true;
- }
-
- /**
- * move the nodes one timestap and check if they are stabilized
- * @returns {boolean}
- */
- moveNodes() {
- var nodeIndices = this.physicsBody.physicsNodeIndices;
- var maxVelocity = this.options.maxVelocity ? this.options.maxVelocity : 1e9;
- var maxNodeVelocity = 0;
- var averageNodeVelocity = 0;
-
- // the velocity threshold (energy in the system) for the adaptivity toggle
- var velocityAdaptiveThreshold = 5;
-
- 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
- maxNodeVelocity = Math.max(maxNodeVelocity,nodeVelocity);
- averageNodeVelocity += nodeVelocity;
- }
-
- // evaluating the stabilized and adaptiveTimestepEnabled conditions
- this.adaptiveTimestepEnabled = (averageNodeVelocity/nodeIndices.length) < velocityAdaptiveThreshold;
- this.stabilized = maxNodeVelocity < this.options.minVelocity;
- }
-
- // TODO consider moving _performStep in here
- // right now Physics nodes don't have setX setY functions
- // - maybe switch logic of setX and set x?
- // - add functions to physics nodes - seems not desirable
-
- /**
- * calculate the forces for one physics iteration.
- */
- calculateForces() {
- this.gravitySolver.solve();
- this.nodesSolver.solve();
- this.edgesSolver.solve();
- }
-
- /**
- * One batch of stabilization
- * @private
- */
- _stabilizationBatch() {
- // this is here to ensure that there is at least one start event.
- if (this.startedStabilization === false) {
- this.emit('startStabilizing');
- this.startedStabilization = true;
- }
-
- var count = 0;
- while (this.stabilized === false && count < this.options.stabilization.updateInterval && this.stabilizationIterations < this.targetIterations) {
- this.physicsTick();
- count++;
- }
-
- if (this.stabilized === false && this.stabilizationIterations < this.targetIterations) {
- this.emit('stabilizationProgress', {iterations: this.stabilizationIterations, total: this.targetIterations});
- setTimeout(this._stabilizationBatch.bind(this),0);
- }
- else {
- this._finalizeStabilization();
- }
- }
- }
-
- export default PhysicsBase;
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