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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';
-
- var util = require('../../util');
-
-
- class PhysicsEngine {
- constructor(body) {
- this.body = body;
- this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
-
- this.physicsEnabled = true;
- this.simulationInterval = 1000 / 60;
- this.requiresTimeout = true;
- this.previousStates = {};
- this.referenceState = {};
- this.freezeCache = {};
- this.renderTimer = undefined;
-
- // parameters for the adaptive timestep
- this.adaptiveTimestep = false;
- this.adaptiveTimestepEnabled = false;
- this.adaptiveCounter = 0;
- this.adaptiveInterval = 3;
-
- this.stabilized = false;
- this.startedStabilization = false;
- this.stabilizationIterations = 0;
- this.ready = false; // will be set to true if the stabilize
-
- // default options
- this.options = {};
- this.defaultOptions = {
- enabled: true,
- 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.timestep = 0.5;
- this.layoutFailed = false;
-
- 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 event will trigger a rebuilding of the cache everything. Used when nodes or edges have been added or removed.
- this.body.emitter.on("_dataChanged", () => {
- // update shortcut lists
- this.updatePhysicsData();
- });
-
- // debug: show forces
- // this.body.emitter.on("afterDrawing", (ctx) => {this._drawForces(ctx);});
- }
-
-
- /**
- * 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;
- }
- }
- this.init();
- }
-
-
- /**
- * configure the engine.
- */
- init() {
- 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;
- }
-
-
- /**
- * 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;
-
- // 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;
- 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');
- }
- }
- }
-
-
- /**
- * The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized.
- *
- */
- simulationStep() {
- // 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();
- }
- }
-
-
- /**
- * 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;
- }, 0);
- }
- }
-
- /**
- * 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.body.emitter.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++;
- }
- }
-
- /**
- * 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
- */
- updatePhysicsData() {
- this.physicsBody.forces = {};
- this.physicsBody.physicsNodeIndices = [];
- this.physicsBody.physicsEdgeIndices = [];
- let nodes = this.body.nodes;
- let edges = this.body.edges;
-
- // 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);
- }
- }
- }
-
- // 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);
- }
- }
- }
-
- // 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];
- }
- }
- }
-
-
- /**
- * 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 (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;
- }
-
-
- /**
- * 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.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.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;
- }
-
-
- /**
- * calculate the forces for one physics iteration.
- */
- calculateForces() {
- this.gravitySolver.solve();
- this.nodesSolver.solve();
- this.edgesSolver.solve();
- }
-
-
-
- /**
- * 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].options.fixed.x = true;
- nodes[id].options.fixed.y = 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].options.fixed.x = this.freezeCache[id].x;
- nodes[id].options.fixed.y = this.freezeCache[id].y;
- }
- }
- }
- this.freezeCache = {};
- }
-
- /**
- * Find a stable position for all nodes
- */
- 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 stabilze 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;
-
- setTimeout(() => this._stabilizationBatch(),0);
- }
-
-
- /**
- * One batch of stabilization
- * @private
- */
- _stabilizationBatch() {
- // this is here to ensure that there is at least one start event.
- if (this.startedStabilization === false) {
- this.body.emitter.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.body.emitter.emit('stabilizationProgress', {iterations: this.stabilizationIterations, total: this.targetIterations});
- setTimeout(this._stabilizationBatch.bind(this),0);
- }
- else {
- this._finalizeStabilization();
- }
- }
-
-
- /**
- * 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;
- }
-
-
- _drawForces(ctx) {
- for (var i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
- let node = this.body.nodes[this.physicsBody.physicsNodeIndices[i]];
- let force = this.physicsBody.forces[this.physicsBody.physicsNodeIndices[i]];
- let factor = 20;
- let colorFactor = 0.03;
- let forceSize = Math.sqrt(Math.pow(force.x,2) + Math.pow(force.x,2));
-
- let size = Math.min(Math.max(5,forceSize),15);
- let arrowSize = 3*size;
-
- let color = util.HSVToHex((180 - Math.min(1,Math.max(0,colorFactor*forceSize))*180) / 360,1,1);
-
- ctx.lineWidth = size;
- ctx.strokeStyle = color;
- ctx.beginPath();
- ctx.moveTo(node.x,node.y);
- ctx.lineTo(node.x+factor*force.x, node.y+factor*force.y);
- ctx.stroke();
-
- let angle = Math.atan2(force.y, force.x);
- ctx.fillStyle = color;
- ctx.arrow(node.x + factor*force.x + Math.cos(angle)*arrowSize, node.y + factor*force.y+Math.sin(angle)*arrowSize, angle, arrowSize);
- ctx.fill();
- }
- }
-
- }
-
- export default PhysicsEngine;
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