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- 'use strict';
-
- let util = require('../../util');
- import NetworkUtil from '../NetworkUtil';
-
- 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,
- improvedLayout: true,
- hierarchical: {
- enabled:false,
- levelSeparation: 150,
- direction: 'UD', // UD, DU, LR, RL
- sortMethod: 'hubsize' // hubsize, directed
- }
- };
- util.extend(this.options, this.defaultOptions);
- 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.selectiveDeepExtend(["randomSeed", "improvedLayout"],this.options, options);
- 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 separation 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.adaptAllOptionsForHierarchicalLayout(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;
- }
-
- adaptAllOptionsForHierarchicalLayout(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 Kamada Kawai 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() {
- if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
- // first check if we should Kamada Kawai 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 MAX_LEVELS = 10;
- let level = 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) {
- //console.time("clustering")
- level += 1;
- let before = this.body.nodeIndices.length;
- // if there are many nodes we do a hubsize cluster
- if (level % 3 === 0) {
- this.body.modules.clustering.clusterBridges();
- }
- else {
- this.body.modules.clustering.clusterOutliers();
- }
- let after = this.body.nodeIndices.length;
- if ((before == after && level % 3 !== 0) || level > MAX_LEVELS) {
- this._declusterAll();
- this.body.emitter.emit("_layoutFailed");
- console.info("This network could not be positioned by this version of the improved layout algorithm. Please disable improvedLayout for better performance.");
- return;
- }
- //console.timeEnd("clustering")
- //console.log(level,after)
- }
- // 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);
-
- // shift to center point
- this._shiftToCenter();
-
- // perturb the nodes a little bit to force the physics to kick in
- let offset = 70;
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- this.body.nodes[this.body.nodeIndices[i]].x += (0.5 - this.seededRandom())*offset;
- this.body.nodes[this.body.nodeIndices[i]].y += (0.5 - this.seededRandom())*offset;
- }
-
- // uncluster all clusters
- this._declusterAll();
-
- // reposition all bezier nodes.
- this.body.emitter.emit("_repositionBezierNodes");
- }
- }
- }
-
- /**
- * Move all the nodes towards to the center so gravitational pull wil not move the nodes away from view
- * @private
- */
- _shiftToCenter() {
- let range = NetworkUtil.getRangeCore(this.body.nodes, this.body.nodeIndices);
- let center = NetworkUtil.findCenter(range);
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- this.body.nodes[this.body.nodeIndices[i]].x -= center.x;
- this.body.nodes[this.body.nodeIndices[i]].y -= center.y;
- }
- }
-
- _declusterAll() {
- 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');
- }
- }
- }
-
- 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.lastNodeOnLevel = {};
- this.hierarchicalParents = {};
- this.hierarchicalChildren = {};
- this.hierarchicalTrees = {};
- this.treeIndex = -1;
-
- this.whiteSpaceReductionFactor = 0.5;
- this.nodeSpacing = 100;
- this.treeSpacing = 2 * this.nodeSpacing;
-
- this.distributionOrdering = {};
- this.distributionIndex = {};
- this.distributionOrderingPresence = {};
-
-
- 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 {
- // 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') {
- this._determineLevelsDirected();
- }
- else if (this.options.hierarchical.sortMethod === 'custom') {
- this._determineLevelsCustomCallback();
- }
- }
-
-
- // check the distribution of the nodes per level.
- let distribution = this._getDistribution();
-
- // get the parent children relations.
- this._generateMap();
-
- // place the nodes on the canvas.
- this._placeNodesByHierarchy(distribution);
-
- // condense the whitespace.
- this._condenseHierarchy(distribution);
-
- // shift to center so gravity does not have to do much
- this._shiftToCenter();
- }
- }
- }
-
- /**
- * @private
- */
- _condenseHierarchy(distribution) {
- // first we have some methods to help shifting trees around.
- // the main method to shift the trees
- let shiftTrees = () => {
- let treeSizes = getTreeSizes();
- for (let i = 0; i < treeSizes.length - 1; i++) {
- let diff = treeSizes[i].max - treeSizes[i+1].min;
- if (diff !== this.treeSpacing) {
- shiftTree(i + 1, diff - this.treeSpacing);
- }
- }
- };
-
- // shift a single tree by an offset
- let shiftTree = (index, offset) => {
- for (let nodeId in this.hierarchicalTrees) {
- if (this.hierarchicalTrees.hasOwnProperty(nodeId)) {
- if (this.hierarchicalTrees[nodeId] === index) {
- this._setPositionForHierarchy(this.body.nodes[nodeId], offset, undefined, true);
- }
- }
- }
- };
-
- // get the width of a tree
- let getTreeSize = (index) => {
- let min = 1e9;
- let max = -1e9;
- for (let nodeId in this.hierarchicalTrees) {
- if (this.hierarchicalTrees.hasOwnProperty(nodeId)) {
- if (this.hierarchicalTrees[nodeId] === index) {
- let pos = this._getPositionForHierarchy(this.body.nodes[nodeId]);
- min = Math.min(pos, min);
- max = Math.max(pos, max);
- }
- }
- }
- return [min, max];
- };
-
- // get the width of all trees
- let getTreeSizes = () => {
- let treeWidths = [];
- for (let i = 0; i < this.treeIndex; i++) {
- treeWidths.push(getTreeSize(i));
- }
- return treeWidths;
- };
-
-
- // get a map of all nodes in this branch
- let getBranchNodes = (source, map) => {
- map[source.id] = true;
- if (this.hierarchicalParents[source.id]) {
- let children = this.hierarchicalParents[source.id].children;
- if (children.length > 0) {
- for (let i = 0; i < children.length; i++) {
- getBranchNodes(this.body.nodes[children[i]], map);
- }
- }
- }
- };
-
- // get a min max width as well as the maximum movement space it has on either sides
- // we use min max terminology because width and height can interchange depending on the direction of the layout
- let getBranchBoundary = (branchMap, maxLevel = 1e9) => {
- let minSpace = 1e9;
- let maxSpace = -1e9;
- let min = 1e9;
- let max = -1e9;
- for (let branchNode in branchMap) {
- if (branchMap.hasOwnProperty(branchNode)) {
- let node = this.body.nodes[branchNode];
- let level = this.hierarchicalLevels[node.id];
- let index = this.distributionIndex[node.id];
- let position = this._getPositionForHierarchy(this.body.nodes[node.id]);
-
- // if this is the node at the side, there is no previous node
- if (index != 0) {
- let prevNode = this.distributionOrdering[level][index - 1];
- if (branchMap[prevNode.id] === undefined) {
- let prevPos = this._getPositionForHierarchy(prevNode);
- minSpace = Math.min(minSpace, position - prevPos);
- }
- }
-
- // if this is the node at the end there is no next node
- if (index != this.distributionOrdering[level].length - 1) {
- let nextNode = this.distributionOrdering[level][index + 1];
- if (branchMap[nextNode.id] === undefined) {
- let nextPos = this._getPositionForHierarchy(nextNode);
- maxSpace = Math.max(maxSpace, nextPos - position);
- }
- }
-
- // the width is only relevant for the levels two nodes have in common. This is why we filter on this.
- if (level <= maxLevel) {
- min = Math.min(position, min);
- max = Math.max(position, max);
- }
- }
- }
-
- // if there was no next node, the max space is infinite (1e9 ~ close enough)
- maxSpace = maxSpace < 0 ? 1e9 : maxSpace;
-
- return [min, max, minSpace, maxSpace];
- };
-
- // get the maximum level of a branch.
- let getMaxLevel = (nodeId) => {
- let level = this.hierarchicalLevels[nodeId];
- if (this.hierarchicalParents[nodeId]) {
- let children = this.hierarchicalParents[nodeId].children;
- if (children.length > 0) {
- for (let i = 0; i < children.length; i++) {
- level = Math.max(level,getMaxLevel(children[i]));
- }
- }
- }
- return level;
- };
-
- // check what the maximum level is these nodes have in common.
- let getCollisionLevel = (node1, node2) => {
- let maxLevel1 = getMaxLevel(node1.id);
- let maxLevel2 = getMaxLevel(node2.id);
- return Math.min(maxLevel1, maxLevel2);
- };
-
- // check if two nodes have the same parent(s)
- let hasSameParent = (node1, node2) => {
- let parents1 = this.hierarchicalChildren[node1.id];
- let parents2 = this.hierarchicalChildren[node2.id];
- if (parents1 === undefined || parents2 === undefined) {
- return false;
- }
- parents1 = parents1.parents;
- parents2 = parents2.parents;
- for (let i = 0; i < parents1.length; i++) {
- for (let j = 0; j < parents2.length; j++) {
- if (parents1[i] == parents2[j]) {
- return true;
- }
- }
- }
- return false;
- };
-
-
- // condense elements. These can be nodes or branches depending on the callback.
- let shiftElementsCloser = (callback, levels, centerParents) => {
- for (let i = 0; i < levels.length; i++) {
- let level = levels[i];
- let levelNodes = this.distributionOrdering[level];
- if (levelNodes.length > 1) {
- for (let i = 0; i < levelNodes.length - 1; i++) {
- if (hasSameParent(levelNodes[i],levelNodes[i+1]) === true) {
- if (this.hierarchicalTrees[levelNodes[i].id] === this.hierarchicalTrees[levelNodes[i+1].id]) {
- callback(levelNodes[i],levelNodes[i+1], centerParents);
- }
- }}
- }
- }
- };
-
-
- // Global var in this scope to define when the movement has stopped.
- let stillShifting = false;
-
- // callback for shifting branches
- let branchShiftCallback = (node1, node2, centerParent = false) => {
- //window.CALLBACKS.push(() => {
- let pos1 = this._getPositionForHierarchy(node1);
- let pos2 = this._getPositionForHierarchy(node2);
- let diffAbs = Math.abs(pos2 - pos1);
- //console.log("NOW CHEcKING:", node1.id, node2.id, diffAbs);
- if (diffAbs > this.nodeSpacing) {
- let branchNodes1 = {}; branchNodes1[node1.id] = true;
- let branchNodes2 = {}; branchNodes2[node2.id] = true;
-
- getBranchNodes(node1, branchNodes1);
- getBranchNodes(node2, branchNodes2);
-
- // check the largest distance between the branches
- let maxLevel = getCollisionLevel(node1, node2);
- let [min1,max1, minSpace1, maxSpace1] = getBranchBoundary(branchNodes1, maxLevel);
- let [min2,max2, minSpace2, maxSpace2] = getBranchBoundary(branchNodes2, maxLevel);
-
- //console.log(node1.id, getBranchBoundary(branchNodes1, maxLevel), node2.id, getBranchBoundary(branchNodes2, maxLevel), maxLevel);
- let diffBranch = Math.abs(max1 - min2);
- if (diffBranch > this.nodeSpacing) {
- let offset = max1 - min2 + this.nodeSpacing;
- if (offset < -minSpace2 + this.nodeSpacing) {
- offset = -minSpace2 + this.nodeSpacing;
- //console.log("RESETTING OFFSET", max1 - min2 + this.nodeSpacing, -minSpace2, offset);
- }
- if (offset < 0) {
- //console.log("SHIFTING", node2.id, offset);
- this._shiftBlock(node2.id, offset);
- stillShifting = true;
-
- if (centerParent === true)
- this._centerParent(node2);
- }
- }
-
- }
- //this.body.emitter.emit("_redraw");})
- };
-
- // callback for shifting individual nodes
- let unitShiftCallback = (node1, node2, centerParent) => {
- //window.CALLBACKS.push(() => {
- let pos1 = this._getPositionForHierarchy(node1);
- let pos2 = this._getPositionForHierarchy(node2);
- let diffAbs = Math.abs(pos2 - pos1);
- //console.log("NOW CHEcKING:", node1.id, node2.id, diffAbs);
- if (diffAbs > this.nodeSpacing) {
- let diff = (pos1 + this.nodeSpacing - pos2) * this.whiteSpaceReductionFactor;
- if (diff != 0) {
- stillShifting = true;
- }
- let factor = node2.edges.length / (node1.edges.length + node2.edges.length);
- this._setPositionForHierarchy(node2, pos2 + factor * diff, undefined, true);
- this._setPositionForHierarchy(node1, pos1 - (1-factor) * diff, undefined, true);
- if (centerParent === true) {
- this._centerParent(node2);
- }
- }
- //this.body.emitter.emit("_redraw");})
- };
-
- // method to shift all nodes closer together iteratively
- let shiftUnitsCloser = (iterations) => {
- let levels = Object.keys(this.distributionOrdering);
- for (let i = 0; i < iterations; i++) {
- stillShifting = false;
- shiftElementsCloser(unitShiftCallback, levels, false);
- if (stillShifting !== true) {
- //console.log("FINISHED shiftUnitsCloser IN " + i);
- break;
- }
- }
- //console.log("FINISHED shiftUnitsCloser IN " + iterations);
- };
-
- // method to remove whitespace between branches. Because we do bottom up, we can center the parents.
- let shiftBranchesCloserBottomUp = (iterations) => {
- let levels = Object.keys(this.distributionOrdering);
- levels = levels.reverse();
- for (let i = 0; i < iterations; i++) {
- stillShifting = false;
- shiftElementsCloser(branchShiftCallback, levels, true);
- if (stillShifting !== true) {
- //console.log("FINISHED shiftBranchesCloserBottomUp IN " + i);
- break;
- }
- }
- };
-
- // center all parents
- let centerAllParents = () => {
- for (let node in this.body.nodes) {
- this._centerParent(this.body.nodes[node]);
- }
- };
-
- // the actual work is done here.
- shiftBranchesCloserBottomUp(5);
- centerAllParents();
- shiftUnitsCloser(2);
- shiftTrees();
- }
-
-
- /**
- * We use this method to center a parent node and check if it does not cross other nodes when it does.
- * @param node
- * @private
- */
- _centerParent(node) {
- if (this.hierarchicalChildren[node.id]) {
- let parents = this.hierarchicalChildren[node.id].parents;
- for (var i = 0; i < parents.length; i++) {
- let parentId = parents[i];
- let parentNode = this.body.nodes[parentId];
- if (this.hierarchicalParents[parentId]) {
- // get the range of the children
- let minPos = 1e9;
- let maxPos = -1e9;
- let children = this.hierarchicalParents[parentId].children;
- if (children.length > 0) {
- for (let i = 0; i < children.length; i++) {
- let childNode = this.body.nodes[children[i]];
- minPos = Math.min(minPos, this._getPositionForHierarchy(childNode));
- maxPos = Math.max(maxPos, this._getPositionForHierarchy(childNode));
- }
- }
-
- let level = this.hierarchicalLevels[parentId];
- let index = this.distributionIndex[parentId];
- let position = this._getPositionForHierarchy(parentNode);
- let minSpace = 1e9;
- let maxSpace = 1e9;
- if (index != 0) {
- let prevNode = this.distributionOrdering[level][index - 1];
- let prevPos = this._getPositionForHierarchy(prevNode);
- minSpace = position - prevPos;
- }
-
-
- if (index != this.distributionOrdering[level].length - 1) {
- let nextNode = this.distributionOrdering[level][index + 1];
- let nextPos = this._getPositionForHierarchy(nextNode);
- maxSpace = Math.min(maxSpace, nextPos - position);
- }
-
- let newPosition = 0.5 * (minPos + maxPos);
- if (newPosition < position + maxSpace && newPosition > position - minSpace) {
- this._setPositionForHierarchy(parentNode, newPosition, undefined, true);
- }
- }
- }
- }
- }
-
-
-
- /**
- * 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) {
- this.positionedNodes = {};
- // start placing all the level 0 nodes first. Then recursively position their branches.
- for (let level in distribution) {
- if (distribution.hasOwnProperty(level)) {
- // sort nodes in level by position:
- let nodeArray = Object.keys(distribution[level]);
- nodeArray = this._indexArrayToNodes(nodeArray);
- this._sortNodeArray(nodeArray);
-
- for (let i = 0; i < nodeArray.length; i++) {
- let node = nodeArray[i];
- if (this.positionedNodes[node.id] === undefined) {
- this._setPositionForHierarchy(node, this.nodeSpacing * i, level);
- this.positionedNodes[node.id] = true;
- this._placeBranchNodes(node.id, level);
- }
- }
- }
- }
- }
-
- /**
- * Receives an array with node indices and returns an array with the actual node references. Used for sorting based on
- * node properties.
- * @param idArray
- */
- _indexArrayToNodes(idArray) {
- let array = [];
- for (let i = 0; i < idArray.length; i++) {
- array.push(this.body.nodes[idArray[i]])
- }
- return array;
- }
-
- /**
- * 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] = {};
- }
- distribution[level][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 hubSize = 1;
-
- let levelDownstream = (nodeA, nodeB) => {
- if (this.hierarchicalLevels[nodeB.id] === undefined) {
- // set initial level
- if (this.hierarchicalLevels[nodeA.id] === undefined) {
- this.hierarchicalLevels[nodeA.id] = 0;
- }
- // set level
- this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + 1;
- }
- };
-
- while (hubSize > 0) {
- // determine hubs
- hubSize = this._getHubSize();
- if (hubSize === 0)
- break;
-
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- let node = this.body.nodes[nodeId];
- if (node.edges.length === hubSize) {
- this._crawlNetwork(levelDownstream,nodeId);
- }
- }
- }
- }
- }
-
- /**
- * TODO: release feature
- * @private
- */
- _determineLevelsCustomCallback() {
- let minLevel = 100000;
-
- // TODO: this should come from options.
- let customCallback = function(nodeA, nodeB, edge) {
-
- };
-
- let levelByDirection = (nodeA, nodeB, edge) => {
- let levelA = this.hierarchicalLevels[nodeA.id];
- // set initial level
- if (levelA === undefined) {this.hierarchicalLevels[nodeA.id] = minLevel;}
-
- let diff = customCallback(
- NetworkUtil.cloneOptions(nodeA,'node'),
- NetworkUtil.cloneOptions(nodeB,'node'),
- NetworkUtil.cloneOptions(edge,'edge')
- );
-
- this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + diff;
- };
-
- this._crawlNetwork(levelByDirection);
- this._setMinLevelToZero();
- }
-
- /**
- * this function allocates nodes in levels based on the direction of the edges
- *
- * @param hubsize
- * @private
- */
- _determineLevelsDirected() {
- let minLevel = 10000;
- let levelByDirection = (nodeA, nodeB, edge) => {
- let levelA = this.hierarchicalLevels[nodeA.id];
- // set initial level
- if (levelA === undefined) {this.hierarchicalLevels[nodeA.id] = minLevel;}
- if (edge.toId == nodeB.id) {
- this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + 1;
- }
- else {
- this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] - 1;
- }
- };
- this._crawlNetwork(levelByDirection);
- this._setMinLevelToZero();
- }
-
-
- /**
- * Small util method to set the minimum levels of the nodes to zero.
- * @private
- */
- _setMinLevelToZero() {
- let minLevel = 1e9;
- // get the minimum level
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- minLevel = Math.min(this.hierarchicalLevels[nodeId], minLevel);
- }
- }
-
- // subtract the minimum from the set so we have a range starting from 0
- for (let nodeId in this.body.nodes) {
- if (this.body.nodes.hasOwnProperty(nodeId)) {
- this.hierarchicalLevels[nodeId] -= minLevel;
- }
- }
- }
-
-
- /**
- * Update the bookkeeping of parent and child.
- * @param parentNodeId
- * @param childNodeId
- * @private
- */
- _generateMap() {
- let fillInRelations = (parentNode, childNode) => {
- if (this.hierarchicalLevels[childNode.id] > this.hierarchicalLevels[parentNode.id]) {
- let parentNodeId = parentNode.id;
- let childNodeId = childNode.id;
- if (this.hierarchicalParents[parentNodeId] === undefined) {
- this.hierarchicalParents[parentNodeId] = {children: [], amount: 0};
- }
- this.hierarchicalParents[parentNodeId].children.push(childNodeId);
- if (this.hierarchicalChildren[childNodeId] === undefined) {
- this.hierarchicalChildren[childNodeId] = {parents: [], amount: 0};
- }
- this.hierarchicalChildren[childNodeId].parents.push(parentNodeId);
- }
- };
-
- this._crawlNetwork(fillInRelations);
- }
-
-
- /**
- * Crawl over the entire network and use a callback on each node couple that is connected to each other.
- * @param callback | will receive nodeA nodeB and the connecting edge. A and B are unique.
- * @param startingNodeId
- * @private
- */
- _crawlNetwork(callback = function() {}, startingNodeId) {
- let progress = {};
- let crawler = (node) => {
- if (progress[node.id] === undefined) {
- progress[node.id] = true;
- let childNode;
- 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;}
-
- if (node.id !== childNode.id) {
- callback(node, childNode, node.edges[i]);
- crawler(childNode);
- }
- }
- }
- };
-
-
- // we can crawl from a specific node or over all nodes.
- if (startingNodeId === undefined) {
- for (let i = 0; i < this.body.nodeIndices.length; i++) {
- let node = this.body.nodes[this.body.nodeIndices[i]];
- crawler(node);
- }
- }
- else {
- let node = this.body.nodes[startingNodeId];
- if (node === undefined) {
- console.error("Node not found:", startingNodeId);
- return;
- }
- crawler(node);
- }
- }
-
-
- /**
- * 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 parentId
- * @param parentLevel
- * @private
- */
- _placeBranchNodes(parentId, parentLevel) {
- // if this is not a parent, cancel the placing. This can happen with multiple parents to one child.
- if (this.hierarchicalParents[parentId] === undefined) {
- return;
- }
-
- // get a list of childNodes
- let childNodes = [];
- for (let i = 0; i < this.hierarchicalParents[parentId].children.length; i++) {
- childNodes.push(this.body.nodes[this.hierarchicalParents[parentId].children[i]]);
- }
-
- // use the positions to order the nodes.
- this._sortNodeArray(childNodes);
-
- // position the childNodes
- for (let i = 0; i < childNodes.length; i++) {
- let childNode = childNodes[i];
- let childNodeLevel = this.hierarchicalLevels[childNode.id];
- // check if the child node is below the parent node and if it has already been positioned.
- if (childNodeLevel > parentLevel && this.positionedNodes[childNode.id] === undefined) {
- // get the amount of space required for this node. If parent the width is based on the amount of children.
- let pos;
-
- // we get the X or Y values we need and store them in pos and previousPos. The get and set make sure we get X or Y
- if (i === 0) {pos = this._getPositionForHierarchy(this.body.nodes[parentId]);}
- else {pos = this._getPositionForHierarchy(childNodes[i-1]) + this.nodeSpacing;}
- this._setPositionForHierarchy(childNode, pos, childNodeLevel);
-
- // if overlap has been detected, we shift the branch
- if (this.lastNodeOnLevel[childNodeLevel] !== undefined) {
- let previousPos = this._getPositionForHierarchy(this.body.nodes[this.lastNodeOnLevel[childNodeLevel]]);
- if (pos - previousPos < this.nodeSpacing) {
- let diff = (previousPos + this.nodeSpacing) - pos;
- let sharedParent = this._findCommonParent(this.lastNodeOnLevel[childNodeLevel], childNode.id);
- this._shiftBlock(sharedParent.withChild, diff);
- }
- }
-
- // store change in position.
- this.lastNodeOnLevel[childNodeLevel] = childNode.id;
-
- this.positionedNodes[childNode.id] = true;
-
- this._placeBranchNodes(childNode.id, childNodeLevel);
- }
- else {
- return;
- }
- }
-
- // center the parent nodes.
- let minPos = 1e9;
- let maxPos = -1e9;
- for (let i = 0; i < childNodes.length; i++) {
- let childNodeId = childNodes[i].id;
- minPos = Math.min(minPos, this._getPositionForHierarchy(this.body.nodes[childNodeId]));
- maxPos = Math.max(maxPos, this._getPositionForHierarchy(this.body.nodes[childNodeId]));
- }
- this._setPositionForHierarchy(this.body.nodes[parentId], 0.5 * (minPos + maxPos), parentLevel);
- }
-
-
- /**
- * Shift a branch a certain distance
- * @param parentId
- * @param diff
- * @private
- */
- _shiftBlock(parentId, diff) {
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- this.body.nodes[parentId].x += diff;
- }
- else {
- this.body.nodes[parentId].y += diff;
- }
- if (this.hierarchicalParents[parentId] !== undefined) {
- for (let i = 0; i < this.hierarchicalParents[parentId].children.length; i++) {
- this._shiftBlock(this.hierarchicalParents[parentId].children[i], diff);
- }
- }
- }
-
-
- /**
- * Find a common parent between branches.
- * @param childA
- * @param childB
- * @returns {{foundParent, withChild}}
- * @private
- */
- _findCommonParent(childA,childB) {
- let parents = {};
- let iterateParents = (parents,child) => {
- if (this.hierarchicalChildren[child] !== undefined) {
- for (let i = 0; i < this.hierarchicalChildren[child].parents.length; i++) {
- let parent = this.hierarchicalChildren[child].parents[i];
- parents[parent] = true;
- iterateParents(parents, parent)
- }
- }
- };
- let findParent = (parents, child) => {
- if (this.hierarchicalChildren[child] !== undefined) {
- for (let i = 0; i < this.hierarchicalChildren[child].parents.length; i++) {
- let parent = this.hierarchicalChildren[child].parents[i];
- if (parents[parent] !== undefined) {
- return {foundParent:parent, withChild:child};
- }
- let branch = findParent(parents, parent);
- if (branch.foundParent !== null) {
- return branch;
- }
- }
- }
- return {foundParent:null, withChild:child};
- };
-
- iterateParents(parents, childA);
- return findParent(parents, childB);
- }
-
- /**
- * Abstract the getting of the position so we won't have to repeat the check for direction all the time
- * @param node
- * @param position
- * @param level
- * @private
- */
- _setPositionForHierarchy(node, position, level, doNotUpdate = false) {
- if (doNotUpdate !== true) {
- if (this.distributionOrdering[level] === undefined) {
- this.distributionOrdering[level] = [];
- this.distributionOrderingPresence[level] = {};
- }
-
- if (this.distributionOrderingPresence[level][node.id] === undefined) {
- this.distributionOrdering[level].push(node);
- this.distributionIndex[node.id] = this.distributionOrdering[level].length - 1;
- }
- this.distributionOrderingPresence[level][node.id] = true;
-
- if (this.hierarchicalTrees[node.id] === undefined) {
- if (this.hierarchicalChildren[node.id] !== undefined) {
- let tree = 1;
- // get the lowest tree denominator.
- for (let i = 0; i < this.hierarchicalChildren[node.id].parents.length; i++) {
- let parentId = this.hierarchicalChildren[node.id].parents[i];
- if (this.hierarchicalTrees[parentId] !== undefined) {
- //tree = Math.min(tree,this.hierarchicalTrees[parentId]);
- tree = this.hierarchicalTrees[parentId];
- }
- }
- //for (let i = 0; i < this.hierarchicalChildren.parents.length; i++) {
- // let parentId = this.hierarchicalChildren.parents[i];
- // this.hierarchicalTrees[parentId] = tree;
- //}
- this.hierarchicalTrees[node.id] = tree;
- }
- else {
- this.hierarchicalTrees[node.id] = ++this.treeIndex;
- }
- }
- }
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- node.x = position;
- }
- else {
- node.y = position;
- }
- }
-
- /**
- * Abstract the getting of the position of a node so we do not have to repeat the direction check all the time.
- * @param node
- * @returns {number|*}
- * @private
- */
- _getPositionForHierarchy(node) {
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- return node.x;
- }
- else {
- return node.y;
- }
- }
-
- /**
- * Use the x or y value to sort the array, allowing users to specify order.
- * @param nodeArray
- * @private
- */
- _sortNodeArray(nodeArray) {
- if (nodeArray.length > 1) {
- if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
- nodeArray.sort(function (a, b) {
- return a.x - b.x;
- })
- }
- else {
- nodeArray.sort(function (a, b) {
- return a.y - b.y;
- })
- }
- }
- }
-
-
-
- }
-
- export default LayoutEngine;
|