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Added a debug mode to visualize the forces on nodes (very cool :))

codeClimate
Alex de Mulder 8 years ago
parent
commit
486cf53055
4 changed files with 83 additions and 57 deletions
  1. +47
    -54
      dist/vis.js
  2. +2
    -2
      lib/network/modules/CanvasRenderer.js
  3. +30
    -0
      lib/network/modules/PhysicsEngine.js
  4. +4
    -1
      lib/network/modules/components/physics/BarnesHutSolver.js

+ 47
- 54
dist/vis.js View File

@ -5,7 +5,7 @@
* A dynamic, browser-based visualization library.
*
* @version 4.10.1-SNAPSHOT
* @date 2015-12-02
* @date 2015-12-04
*
* @license
* Copyright (C) 2011-2015 Almende B.V, http://almende.com
@ -27561,6 +27561,9 @@ return /******/ (function(modules) { // webpackBootstrap
Network.prototype.getSelection = function () {
return this.selectionHandler.getSelection.apply(this.selectionHandler, arguments);
};
Network.prototype.setSelection = function () {
return this.selectionHandler.setSelection.apply(this.selectionHandler, arguments);
};
Network.prototype.getSelectedNodes = function () {
return this.selectionHandler.getSelectedNodes.apply(this.selectionHandler, arguments);
};
@ -33400,6 +33403,9 @@ return /******/ (function(modules) { // webpackBootstrap
// update shortcut lists
_this.updatePhysicsData();
});
// debug: show forces
// this.body.emitter.on("afterDrawing", (ctx) => {this._drawForces(ctx);});
}
/**
@ -33991,6 +33997,34 @@ return /******/ (function(modules) { // webpackBootstrap
this.ready = true;
}
}, {
key: '_drawForces',
value: function _drawForces(ctx) {
for (var i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
var node = this.body.nodes[this.physicsBody.physicsNodeIndices[i]];
var force = this.physicsBody.forces[this.physicsBody.physicsNodeIndices[i]];
var factor = 20;
var colorFactor = 0.03;
var forceSize = Math.sqrt(Math.pow(force.x, 2) + Math.pow(force.x, 2));
var size = Math.min(Math.max(5, forceSize), 15);
var arrowSize = 3 * size;
var 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();
var 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();
}
}
}]);
return PhysicsEngine;
@ -34022,6 +34056,9 @@ return /******/ (function(modules) { // webpackBootstrap
this.barnesHutTree;
this.setOptions(options);
this.randomSeed = 5;
// debug: show grid
//this.body.emitter.on("afterDrawing", (ctx) => {this._debug(ctx,'#ff0000')})
}
_createClass(BarnesHutSolver, [{
@ -34317,7 +34354,7 @@ return /******/ (function(modules) { // webpackBootstrap
case 1:
// convert into children
// if there are two nodes exactly overlapping (on init, on opening of cluster etc.)
// we move one node a pixel and we do not put it in the tree.
// we move one node a little bit and we do not put it in the tree.
if (parentBranch.children[region].children.data.x === node.x && parentBranch.children[region].children.data.y === node.y) {
node.x += this.seededRandom();
node.y += this.seededRandom();
@ -36365,12 +36402,11 @@ return /******/ (function(modules) { // webpackBootstrap
}
ctx.beginPath();
//this.physics.nodesSolver._debug(ctx,"#F00F0F");
this.body.emitter.emit("afterDrawing", ctx);
ctx.closePath();
// restore original scaling and translation
ctx.restore();
if (hidden === true) {
ctx.clearRect(0, 0, w, h);
}
@ -39664,56 +39700,7 @@ return /******/ (function(modules) { // webpackBootstrap
*/
}, {
key: '_condenseHierarchy',
value: function _condenseHierarchy(distribution) {
var maxRatio = 2;
//let checkLength = (parentId, childId) => {
// let dx = this.body.nodes[parentId].x - this.body.nodes[childId].x;
// let dy = this.body.nodes[parentId].y - this.body.nodes[childId].y;
// return Math.sqrt(Math.pow(dx,2) + Math.pow(dy,2));
//}
//let checkLengths = (parentId, childIdArray) => {
// let average = 0;
// for (let i = 0; i < childIdArray.length; i++) {
// average += checkLength(parentId, childIdArray[i]);
// }
// return average / childIdArray.length;
//}
//let levels = Object.keys(distribution);
//
//for (let i = 0; i < levels.length; i++) {
// // sort nodes in level by position:
// let nodesArray = Object.keys(distribution[levels[i]]);
// nodesArray = this._indexArrayToNodes(nodesArray);
// this._sortNodeArray(nodesArray);
//
// for (let j = 0; j < nodesArray.length; j++) {
// let node = nodesArray[j];
// if (this.hierarchicalParents[node.id] === undefined) {
// let diff = 0;
// if (j == 0 && nodesArray.length > 1) {
// diff = nodesArray[j+1].x - this.nodeSpacing - node.x;
// }
// else if (j == nodesArray.length - 1 && nodesArray.length > 1) {
// diff = nodesArray[j-1].x + this.nodeSpacing - node.x;
// }
// else if (nodesArray.length > 3) {
// diff = 0.5*(nodesArray[j-1].x + nodesArray[j+1].x) - node.x
// }
//
// node.x += diff;
//
// let parentId = this.hierarchicalChildren[node.id].parents[0];
// if (this.hierarchicalChildren[node.id].parents.length == 1 && this.hierarchicalParents[parentId].children.length == 1) {
// //this.body.nodes[parentId].x += diff;
// }
// }
// }
// //return
//
//}
}
value: function _condenseHierarchy(distribution) {}
/**
* This function places the nodes on the canvas based on the hierarchial distribution.
@ -39744,6 +39731,12 @@ return /******/ (function(modules) { // webpackBootstrap
}
}
}
/**
* Receives an array with node indices and returns an array with the actual node references. Used for sorting based on
* node properties.
* @param idArray
*/
}, {
key: '_indexArrayToNodes',
value: function _indexArrayToNodes(idArray) {

+ 2
- 2
lib/network/modules/CanvasRenderer.js View File

@ -189,12 +189,12 @@ class CanvasRenderer {
}
ctx.beginPath();
//this.physics.nodesSolver._debug(ctx,"#F00F0F");
this.body.emitter.emit("afterDrawing", ctx);
ctx.closePath();
// restore original scaling and translation
ctx.restore();
if (hidden === true) {
ctx.clearRect(0, 0, w, h);
}

+ 30
- 0
lib/network/modules/PhysicsEngine.js View File

@ -118,6 +118,8 @@ class PhysicsEngine {
this.updatePhysicsData();
});
// debug: show forces
// this.body.emitter.on("afterDrawing", (ctx) => {this._drawForces(ctx);});
}
@ -684,6 +686,34 @@ class PhysicsEngine {
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();
}
}
}

+ 4
- 1
lib/network/modules/components/physics/BarnesHutSolver.js View File

@ -6,6 +6,9 @@ class BarnesHutSolver {
this.barnesHutTree;
this.setOptions(options);
this.randomSeed = 5;
// debug: show grid
//this.body.emitter.on("afterDrawing", (ctx) => {this._debug(ctx,'#ff0000')})
}
setOptions(options) {
@ -285,7 +288,7 @@ class BarnesHutSolver {
break;
case 1: // convert into children
// if there are two nodes exactly overlapping (on init, on opening of cluster etc.)
// we move one node a pixel and we do not put it in the tree.
// we move one node a little bit and we do not put it in the tree.
if (parentBranch.children[region].children.data.x === node.x &&
parentBranch.children[region].children.data.y === node.y) {
node.x += this.seededRandom();

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