From 117e9a1e679ffd2a0df84555eed124284f9e5132 Mon Sep 17 00:00:00 2001 From: Alex de Mulder Date: Mon, 26 May 2014 11:34:12 +0200 Subject: [PATCH] renamed variable for clarity --- src/graph/graphMixins/physics/PhysicsMixin.js | 22 ++++++++++--------- 1 file changed, 12 insertions(+), 10 deletions(-) diff --git a/src/graph/graphMixins/physics/PhysicsMixin.js b/src/graph/graphMixins/physics/PhysicsMixin.js index bb6b7106..2a419591 100644 --- a/src/graph/graphMixins/physics/PhysicsMixin.js +++ b/src/graph/graphMixins/physics/PhysicsMixin.js @@ -188,7 +188,7 @@ var physicsMixin = { */ _calculateSpringForces: function () { var edgeLength, edge, edgeId; - var dx, dy, fx, fy, springForce, length; + var dx, dy, fx, fy, springForce, distance; var edges = this.edges; // forces caused by the edges, modelled as springs @@ -204,13 +204,14 @@ var physicsMixin = { dx = (edge.from.x - edge.to.x); dy = (edge.from.y - edge.to.y); - length = Math.sqrt(dx * dx + dy * dy); + distance = Math.sqrt(dx * dx + dy * dy); - if (length == 0) { - length = 0.01; + if (distance == 0) { + distance = 0.01; } - springForce = this.constants.physics.springConstant * (edgeLength - length) / length; + // the 1/distance is so the fx and fy can be calculated without sine or cosine. + springForce = this.constants.physics.springConstant * (edgeLength - distance) / distance; fx = dx * springForce; fy = dy * springForce; @@ -272,17 +273,18 @@ var physicsMixin = { * @private */ _calculateSpringForce: function (node1, node2, edgeLength) { - var dx, dy, fx, fy, springForce, length; + var dx, dy, fx, fy, springForce, distance; dx = (node1.x - node2.x); dy = (node1.y - node2.y); - length = Math.sqrt(dx * dx + dy * dy); + distance = Math.sqrt(dx * dx + dy * dy); - if (length == 0) { - length = 0.01; + if (distance == 0) { + distance = 0.01; } - springForce = this.constants.physics.springConstant * (edgeLength - length) / length; + // the 1/distance is so the fx and fy can be calculated without sine or cosine. + springForce = this.constants.physics.springConstant * (edgeLength - distance) / distance; fx = dx * springForce; fy = dy * springForce;