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- import PhysicsBase from './PhysicsBase';
- import PhysicsWorker from 'worker!./PhysicsWorkerWrapper';
-
- var util = require('../../util');
-
-
- class PhysicsEngine extends PhysicsBase {
- constructor(body) {
- super();
- this.body = body;
-
- this.physicsEnabled = true;
- this.simulationInterval = 1000 / 60;
- this.requiresTimeout = true;
- this.freezeCache = {};
- this.renderTimer = undefined;
-
- this.ready = false; // will be set to true if the stabilize
-
- // default options
- this.defaultOptions = {
- enabled: true,
- useWorker: false,
- 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: 0.75, // px/s
- solver: 'barnesHut',
- stabilization: {
- enabled: true,
- iterations: 1000, // maximum number of iteration to stabilize
- updateInterval: 50,
- onlyDynamicEdges: false,
- fit: true
- },
- timestep: 0.5,
- adaptiveTimestep: true
- };
- util.extend(this.options, this.defaultOptions);
- this.layoutFailed = false;
- this.draggingNodes = [];
- this.positionUpdateHandler = () => {};
- this.physicsUpdateHandler = () => {};
- this.emit = this.body.emitter.emit;
-
- this.bindEventListeners();
- }
-
- bindEventListeners() {
- this.body.emitter.on('initPhysics', () => {this.initPhysics();});
- this.body.emitter.on('_layoutFailed', () => {this.layoutFailed = true;});
- 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();
- });
- this.body.emitter.on('_positionUpdate', (properties) => this.positionUpdateHandler(properties));
- this.body.emitter.on('_physicsUpdate', (properties) => this.physicsUpdateHandler(properties));
- this.body.emitter.on('dragStart', (properties) => {
- this.draggingNodes = properties.nodes;
- });
- this.body.emitter.on('dragEnd', () => {
- this.draggingNodes = [];
- });
- this.body.emitter.on('destroy', () => {
- if (this.physicsWorker) {
- this.physicsWorker.terminate();
- this.physicsWorker = undefined;
- }
- });
- }
-
-
- /**
- * set the physics options
- * @param options
- */
- setOptions(options) {
- if (options !== undefined) {
- if (options === false) {
- this.options.enabled = false;
- this.physicsEnabled = false;
- this.stopSimulation();
- }
- else {
- this.physicsEnabled = true;
- util.selectiveNotDeepExtend(['stabilization'], this.options, options);
- util.mergeOptions(this.options, options, 'stabilization')
-
- if (options.enabled === undefined) {
- this.options.enabled = true;
- }
-
- if (this.options.enabled === false) {
- this.physicsEnabled = false;
- this.stopSimulation();
- }
-
- // set the timestep
- this.timestep = this.options.timestep;
- }
- }
- if (this.options.useWorker) {
- this.initPhysicsWorker();
- this.physicsWorker.postMessage({type: 'options', data: this.options});
- } else {
- this.initEmbeddedPhysics();
- }
- }
-
-
- /**
- * configure the engine.
- */
- initEmbeddedPhysics() {
- this.positionUpdateHandler = () => {};
- this.physicsUpdateHandler = (properties) => {
- if (properties.options.physics !== undefined) {
- // we've received a node that has changed physics state
- // so rebuild physicsBody
- this.initPhysicsData();
- }
- // else we're accessing the information directly out of the node
- // so no need to do anything.
- };
- if (this.physicsWorker) {
- this.options.useWorker = false;
- this.physicsWorker.terminate();
- this.physicsWorker = undefined;
- this.initPhysicsData();
- }
- this.initPhysicsSolvers();
- }
-
- initPhysicsWorker() {
- if (!this.physicsWorker) {
- // setup path to webworker javascript file
- if (!__webpack_public_path__) {
- // search for element with id of 'visjs'
- let parentScript = document.getElementById('visjs');
- if (parentScript) {
- let src = parentScript.getAttribute('src')
- __webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1);
- } else {
- // search all scripts for 'vis.js'
- let scripts = document.getElementsByTagName('script');
- for (let i = 0; i < scripts.length; i++) {
- let src = scripts[i].getAttribute('src');
- if (src && src.length >= 6) {
- let position = src.length - 6;
- let index = src.indexOf('vis.js', position);
- if (index === position) {
- __webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1);
- break;
- }
- }
- }
- }
- }
- // launch webworker
- this.physicsWorker = new PhysicsWorker();
- this.physicsWorker.addEventListener('message', (event) => {
- this.physicsWorkerMessageHandler(event);
- });
- this.physicsWorker.onerror = (event) => {
- console.error('Falling back to embedded physics engine', event);
- this.initEmbeddedPhysics();
- // throw new Error(event.message + " (" + event.filename + ":" + event.lineno + ")");
- };
- this.positionUpdateHandler = (positions) => {
- this.physicsWorker.postMessage({type: 'updatePositions', data: positions});
- };
- this.physicsUpdateHandler = (properties) => {
- this._physicsUpdateHandler(properties);
- };
- }
- }
-
- _physicsUpdateHandler(properties) {
- if (properties.options.physics !== undefined) {
- if (properties.options.physics) {
- let data = {
- nodes: {},
- edges: {}
- };
- if (properties.type === 'node') {
- data.nodes[properties.id] = this.createPhysicsNode(properties.id);
- } else if (properties.type === 'edge') {
- data.edges[properties.id] = this.createPhysicsEdge(properties.id);
- } else {
- console.warn('invalid element type');
- }
- this.physicsWorker.postMessage({
- type: 'addElements',
- data: data
- });
- } else {
- let data = {
- nodeIds: [],
- edgeIds: []
- };
- if (properties.type === 'node') {
- data.nodeIds = [properties.id.toString()];
- } else if (properties.type === 'edge') {
- data.edgeIds = [properties.id.toString()];
- } else {
- console.warn('invalid element type');
- }
- this.physicsWorker.postMessage({type: 'removeElements', data: data});
- }
- } else {
- this.physicsWorker.postMessage({type: 'updateProperties', data: properties});
- }
- }
-
- physicsWorkerMessageHandler(event) {
- var msg = event.data;
- switch (msg.type) {
- case 'tickResults':
- this.stabilized = msg.data.stabilized;
- this.stabilizationIterations = msg.data.stabilizationIterations;
- this._receivedPositions(msg.data.positions);
- break;
- case 'finalizeStabilization':
- this._finalizeStabilization();
- break;
- case 'emit':
- this.emit(msg.data.event, msg.data.data);
- break;
- default:
- console.warn('unhandled physics worker message:', msg);
- }
- }
-
- _receivedPositions(positions) {
- for (let i = 0; i < this.draggingNodes.length; i++) {
- delete positions[this.draggingNodes[i]];
- }
- let nodeIds = Object.keys(positions);
- for (let i = 0; i < nodeIds.length; i++) {
- let nodeId = nodeIds[i];
- let node = this.body.nodes[nodeId];
- // handle case where we get a positions from an old physicsObject
- if (node) {
- node.setX(positions[nodeId].x);
- node.setY(positions[nodeId].y);
- }
- }
- }
-
- /**
- * initialize the engine
- */
- initPhysics() {
- if (this.physicsEnabled === true && this.options.enabled === true) {
- if (this.options.stabilization.enabled === true) {
- this.stabilize();
- }
- else {
- this.stabilized = false;
- this.ready = true;
- this.body.emitter.emit('fit', {}, this.layoutFailed); // if the layout failed, we use the approximation for the zoom
- this.startSimulation();
- }
- }
- else {
- this.ready = true;
- this.body.emitter.emit('fit');
- }
- }
-
- /**
- * Start the simulation
- */
- startSimulation() {
- if (this.physicsEnabled === true && this.options.enabled === true) {
- this.stabilized = false;
- this._updateWorkerStabilized();
-
- // when visible, adaptivity is disabled.
- this.adaptiveTimestep = 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;
- this._updateWorkerStabilized();
-
- 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');
- }
- }
- }
-
- _updateWorkerStabilized() {
- if (this.physicsWorker) {
- this.physicsWorker.postMessage({
- type: 'setStabilized',
- data: this.stabilized
- });
- }
- }
-
- /**
- * The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized.
- *
- */
- simulationStep() {
- if (this.physicsWorker) {
- this.physicsWorker.postMessage({type: 'physicsTick'});
- } else {
- // 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) {
- this.stopSimulation();
- }
- }
-
- _sendWorkerStabilized() {
- if (this.physicsWorker) {
- this.physicsWorker.postMessage({
- type: 'stabilized'
- });
- }
- }
-
- /**
- * trigger the stabilized event.
- * @private
- */
- _emitStabilized(amountOfIterations = this.stabilizationIterations) {
- if (this.stabilizationIterations > 1 || this.startedStabilization === true) {
- setTimeout(() => {
- this.body.emitter.emit('stabilized', {iterations: amountOfIterations});
- this.startedStabilization = false;
- this.stabilizationIterations = 0;
- this._sendWorkerStabilized();
- }, 0);
- }
- }
-
- createPhysicsNode(nodeId) {
- let node = this.body.nodes[nodeId];
- if (node) {
- return {
- id: node.id.toString(),
- x: node.x,
- y: node.y,
- // TODO update on change
- edges: {
- length: node.edges.length
- },
- options: {
- fixed: {
- x: node.options.fixed.x,
- y: node.options.fixed.y
- },
- mass: node.options.mass
- }
- }
- }
- }
-
- createPhysicsEdge(edgeId) {
- let edge = this.body.edges[edgeId];
- if (edge && edge.options.physics === true) {
- let physicsEdge = {
- id: edge.id,
- connected: edge.connected,
- edgeType: {},
- toId: edge.toId,
- fromId: edge.fromId,
- options: {
- length: edge.length
- }
- };
- // TODO test/implment dynamic
- if (edge.edgeType.via) {
- physicsEdge.edgeType = {
- via: {
- id: edge.edgeType.via.id
- }
- }
- }
- return physicsEdge;
- }
- }
-
- /**
- * 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
- */
- initPhysicsData() {
- let nodes = this.body.nodes;
- let edges = this.body.edges;
-
- this.physicsBody.forces = {};
- this.physicsBody.physicsNodeIndices = [];
- this.physicsBody.physicsEdgeIndices = [];
- let physicsWorkerNodes = {};
- let physicsWorkerEdges = {};
-
-
- // 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);
- if (this.physicsWorker) {
- physicsWorkerNodes[nodeId] = this.createPhysicsNode(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);
- if (this.physicsWorker) {
- physicsWorkerEdges[edgeId] = this.createPhysicsEdge(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];
- }
- }
-
- if (this.physicsWorker) {
- this.physicsWorker.postMessage({
- type: 'initPhysicsData',
- data: {
- nodes: physicsWorkerNodes,
- edges: physicsWorkerEdges
- }
- });
- }
- }
-
- /**
- * Perform the actual step
- *
- * @param nodeId
- * @param maxVelocity
- * @returns {number}
- * @private
- */
- _performStep(nodeId,maxVelocity) {
- let node = this.body.nodes[nodeId];
- let timestep = this.timestep;
- let forces = this.physicsBody.forces;
- let 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.setX(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.setY(node.y + velocities[nodeId].y * timestep); // position
- }
- else {
- forces[nodeId].y = 0;
- velocities[nodeId].y = 0;
- }
-
- let totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
- return totalVelocity;
- }
-
- // TODO probably want to move freeze/restore to PhysicsBase and do in worker if running
- /**
- * 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].setFixed(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].setFixed({x: this.freezeCache[id].x, 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;
- }
-
- if (this.physicsBody.physicsNodeIndices.length === 0) {
- this.ready = true;
- return;
- }
-
- // enable adaptive timesteps
- this.adaptiveTimestep = true && this.options.adaptiveTimestep;
-
- // 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 stabilize to false
- this.stabilized = false;
-
- // block redraw requests
- this.body.emitter.emit('_blockRedraw');
- this.targetIterations = iterations;
-
- // start the stabilization
- if (this.options.stabilization.onlyDynamicEdges === true) {
- this._freezeNodes();
- }
- this.stabilizationIterations = 0;
-
- if (this.physicsWorker) {
- this.physicsWorker.postMessage({
- type: 'stabilize',
- data: {
- targetIterations: iterations
- }
- });
- } else {
- setTimeout(() => this._stabilizationBatch(), 0);
- }
- }
-
- /**
- * Wrap up the stabilization, fit and emit the events.
- * @private
- */
- _finalizeStabilization() {
- this.body.emitter.emit('_allowRedraw');
- 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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