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@ -33323,9 +33323,11 @@ return /******/ (function(modules) { // webpackBootstrap |
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value: function _emitStabilized() { |
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var _this2 = this; |
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var amountOfIterations = arguments.length <= 0 || arguments[0] === undefined ? this.stabilizationIterations : arguments[0]; |
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if (this.stabilizationIterations > 1) { |
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setTimeout(function () { |
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_this2.body.emitter.emit('stabilized', { iterations: _this2.stabilizationIterations }); |
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_this2.body.emitter.emit('stabilized', { iterations: amountOfIterations }); |
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_this2.stabilizationIterations = 0; |
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}, 0); |
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} |
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@ -33697,6 +33699,12 @@ return /******/ (function(modules) { // webpackBootstrap |
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}, { |
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key: '_stabilizationBatch', |
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value: function _stabilizationBatch() { |
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// this is here to ensure that there is at least one start event.
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if (this.startedStabilization === false) { |
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this.body.emitter.emit('startStabilizing'); |
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this.startedStabilization = true; |
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} |
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var count = 0; |
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while (this.stabilized === false && count < this.options.stabilization.updateInterval && this.stabilizationIterations < this.targetIterations) { |
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this.physicsTick(); |
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@ -33731,7 +33739,13 @@ return /******/ (function(modules) { // webpackBootstrap |
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this.body.emitter.emit('_requestRedraw'); |
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if (this.stabilized === true) { |
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this._emitStabilized(); |
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// I want at least one stabilized event if there is nothing to stabilize.
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if (this.stabilizationIterations < 2) { |
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this.stabilizationIterations = 2; |
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this._emitStabilized(0); // the zero overrules the iterations
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} else { |
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this._emitStabilized(); |
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} |
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} else { |
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this.startSimulation(); |
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} |
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@ -39261,9 +39275,10 @@ return /******/ (function(modules) { // webpackBootstrap |
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this._shiftToCenter(); |
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// perturb the nodes a little bit to force the physics to kick in
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var offset = 70; |
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for (var i = 0; i < this.body.nodeIndices.length; i++) { |
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this.body.nodes[this.body.nodeIndices[i]].x += (0.5 - this.seededRandom()) * 50; |
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this.body.nodes[this.body.nodeIndices[i]].y += (0.5 - this.seededRandom()) * 50; |
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this.body.nodes[this.body.nodeIndices[i]].x += (0.5 - this.seededRandom()) * offset; |
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this.body.nodes[this.body.nodeIndices[i]].y += (0.5 - this.seededRandom()) * offset; |
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} |
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// uncluster all clusters
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