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@ -9439,8 +9439,8 @@ function Node(properties, imagelist, grouplist, constants) { |
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this.id = undefined; |
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this.shape = constants.nodes.shape; |
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this.image = constants.nodes.image; |
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this.x = 0; |
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this.y = 0; |
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this.x = null; |
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this.y = null; |
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this.xFixed = false; |
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this.yFixed = false; |
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this.horizontalAlignLeft = true; // these are for the navigation controls
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@ -11507,7 +11507,6 @@ var physicsMixin = { |
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this._calculateGravitationalForces(); |
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this._calculateNodeForces(); |
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if (this.constants.smoothCurves == true) { |
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this._calculateSpringForcesWithSupport(); |
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} |
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@ -11579,8 +11578,8 @@ var physicsMixin = { |
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dx = -node.x; |
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dy = -node.y; |
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distance = Math.sqrt(dx*dx + dy*dy); |
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gravityForce = gravity / distance; |
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gravityForce = (distance == 0) ? 0 : (gravity / distance); |
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node.fx = dx * gravityForce; |
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node.fy = dy * gravityForce; |
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} |
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@ -11689,12 +11688,12 @@ var physicsMixin = { |
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dy = (node1.y - node2.y); |
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length = Math.sqrt(dx * dx + dy * dy); |
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springForce = this.constants.physics.springConstant * (edgeLength - length) / length; |
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if (length == 0) { |
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length = 0.01; |
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} |
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springForce = this.constants.physics.springConstant * (edgeLength - length) / length; |
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fx = dx * springForce; |
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fy = dy * springForce; |
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@ -13025,9 +13024,7 @@ var manipulationMixin = { |
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if (this.triggerFunctions.add.length == 2) { |
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var me = this; |
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this.triggerFunctions.add(defaultData, function(finalizedData) { |
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me.createNodeOnClick = true; |
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me.nodesData.add(finalizedData); |
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me.createNodeOnClick = false; |
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me._createManipulatorBar(); |
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me.moving = true; |
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me.start(); |
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@ -13041,9 +13038,7 @@ var manipulationMixin = { |
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} |
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} |
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else { |
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this.createNodeOnClick = true; |
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this.nodesData.add(defaultData); |
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this.createNodeOnClick = false; |
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this._createManipulatorBar(); |
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this.moving = true; |
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this.start(); |
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@ -14761,7 +14756,7 @@ var ClusterMixin = { |
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repositionNodes : function() { |
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for (var i = 0; i < this.nodeIndices.length; i++) { |
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var node = this.nodes[this.nodeIndices[i]]; |
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if ((node.xFixed == false || node.yFixed == false) && this.createNodeOnClick != true) { |
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if ((node.xFixed == false || node.yFixed == false)) { |
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var radius = this.constants.physics.springLength * Math.min(100,node.mass); |
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var angle = 2 * Math.PI * Math.random(); |
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if (node.xFixed == false) {node.x = radius * Math.cos(angle);} |
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@ -15818,7 +15813,8 @@ function Graph (container, data, options) { |
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this.renderRefreshRate = 60; // hz (fps)
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this.renderTimestep = 1000 / this.renderRefreshRate; // ms -- saves calculation later on
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this.renderTime = 0.5 * this.renderTimestep; // measured time it takes to render a frame
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this.maxRenderSteps = 3; // max amount of physics ticks per render step.
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this.maxPhysicsTicksPerRender = 3; // max amount of physics ticks per render step.
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this.physicsDiscreteStepsize = 0.65; // discrete stepsize of the simulation
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this.stabilize = true; // stabilize before displaying the graph
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this.selectable = true; |
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@ -17061,16 +17057,13 @@ Graph.prototype._addNodes = function(ids) { |
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var node = new Node(data, this.images, this.groups, this.constants); |
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this.nodes[id] = node; // note: this may replace an existing node
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if ((node.xFixed == false || node.yFixed == false) && this.createNodeOnClick != true) { |
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if ((node.xFixed == false || node.yFixed == false) && (node.x === null || node.y === null)) { |
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var radius = 10 * 0.1*ids.length; |
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var angle = 2 * Math.PI * Math.random(); |
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if (node.xFixed == false) {node.x = radius * Math.cos(angle);} |
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if (node.yFixed == false) {node.y = radius * Math.sin(angle);} |
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// note: no not use node.isMoving() here, as that gives the current
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// velocity of the node, which is zero after creation of the node.
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this.moving = true; |
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} |
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this.moving = true; |
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} |
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this._updateNodeIndexList(); |
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this._updateCalculationNodes(); |
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@ -17552,7 +17545,7 @@ Graph.prototype._isMoving = function(vmin) { |
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* @private |
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*/ |
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Graph.prototype._discreteStepNodes = function() { |
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var interval = 0.65; |
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var interval = this.physicsDiscreteStepsize; |
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var nodes = this.nodes; |
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var nodeId; |
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@ -17614,7 +17607,7 @@ Graph.prototype._animationStep = function() { |
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var maxSteps = 1; |
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this._physicsTick(); |
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var timeRequired = Date.now() - calculationTime; |
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while (timeRequired < (this.renderTimestep - this.renderTime) && maxSteps < this.maxRenderSteps) { |
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while (timeRequired < (this.renderTimestep - this.renderTime) && maxSteps < this.maxPhysicsTicksPerRender) { |
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this._physicsTick(); |
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timeRequired = Date.now() - calculationTime; |
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maxSteps++; |
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