import PhysicsBase from './PhysicsBase'; import PhysicsWorker from 'worker!./PhysicsWorkerWrapper'; var util = require('../../util'); class PhysicsEngine extends PhysicsBase { constructor(body) { super(); this.body = body; this.physicsEnabled = true; this.simulationInterval = 1000 / 60; this.requiresTimeout = true; this.freezeCache = {}; this.renderTimer = undefined; this.ready = false; // will be set to true if the stabilize // default options this.defaultOptions = { enabled: true, useWorker: false, 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.layoutFailed = false; this.draggingNodes = []; this.positionUpdateHandler = () => {}; this.physicsUpdateHandler = () => {}; this.emit = this.body.emitter.emit; 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.body.emitter.on('_positionUpdate', (properties) => this.positionUpdateHandler(properties)); this.body.emitter.on('_physicsUpdate', (properties) => this.physicsUpdateHandler(properties)); this.body.emitter.on('dragStart', (properties) => { this.draggingNodes = properties.nodes; }); this.body.emitter.on('dragEnd', () => { this.draggingNodes = []; }); this.body.emitter.on('destroy', () => { if (this.physicsWorker) { this.physicsWorker.terminate(); this.physicsWorker = undefined; } }); } /** * 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; } } if (this.options.useWorker) { this.initPhysicsWorker(); this.physicsWorker.postMessage({type: 'options', data: this.options}); } else { this.initEmbeddedPhysics(); } } /** * configure the engine. */ initEmbeddedPhysics() { this.positionUpdateHandler = () => {}; this.physicsUpdateHandler = (properties) => { if (properties.options.physics !== undefined) { // we've received a node that has changed physics state // so rebuild physicsBody this.initPhysicsData(); } // else we're accessing the information directly out of the node // so no need to do anything. }; if (this.physicsWorker) { this.options.useWorker = false; this.physicsWorker.terminate(); this.physicsWorker = undefined; this.initPhysicsData(); } this.initPhysicsSolvers(); } initPhysicsWorker() { if (!this.physicsWorker) { // setup path to webworker javascript file if (!__webpack_public_path__) { // search for element with id of 'visjs' let parentScript = document.getElementById('visjs'); if (parentScript) { let src = parentScript.getAttribute('src') __webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1); } else { // search all scripts for 'vis.js' let scripts = document.getElementsByTagName('script'); for (let i = 0; i < scripts.length; i++) { let src = scripts[i].getAttribute('src'); if (src && src.length >= 6) { let position = src.length - 6; let index = src.indexOf('vis.js', position); if (index === position) { __webpack_public_path__ = src.substr(0, src.lastIndexOf('/') + 1); break; } } } } } // launch webworker this.physicsWorker = new PhysicsWorker(); this.physicsWorker.addEventListener('message', (event) => { this.physicsWorkerMessageHandler(event); }); this.physicsWorker.onerror = (event) => { console.error('Falling back to embedded physics engine', event); this.initEmbeddedPhysics(); // throw new Error(event.message + " (" + event.filename + ":" + event.lineno + ")"); }; this.positionUpdateHandler = (positions) => { this.physicsWorker.postMessage({type: 'updatePositions', data: positions}); }; this.physicsUpdateHandler = (properties) => { this._physicsUpdateHandler(properties); }; } } _physicsUpdateHandler(properties) { if (properties.options.physics !== undefined) { if (properties.options.physics) { let data = { nodes: {}, edges: {} }; if (properties.type === 'node') { data.nodes[properties.id] = this.createPhysicsNode(properties.id); } else if (properties.type === 'edge') { data.edges[properties.id] = this.createPhysicsEdge(properties.id); } else { console.warn('invalid element type'); } this.physicsWorker.postMessage({ type: 'addElements', data: data }); } else { let data = { nodeIds: [], edgeIds: [] }; if (properties.type === 'node') { data.nodeIds = [properties.id.toString()]; } else if (properties.type === 'edge') { data.edgeIds = [properties.id.toString()]; } else { console.warn('invalid element type'); } this.physicsWorker.postMessage({type: 'removeElements', data: data}); } } else { this.physicsWorker.postMessage({type: 'updateProperties', data: properties}); } } physicsWorkerMessageHandler(event) { var msg = event.data; switch (msg.type) { case 'tickResults': this.stabilized = msg.data.stabilized; this.stabilizationIterations = msg.data.stabilizationIterations; this._receivedPositions(msg.data.positions); break; case 'finalizeStabilization': this._finalizeStabilization(); break; case 'emit': this.emit(msg.data.event, msg.data.data); break; default: console.warn('unhandled physics worker message:', msg); } } _receivedPositions(positions) { for (let i = 0; i < this.draggingNodes.length; i++) { delete positions[this.draggingNodes[i]]; } let nodeIds = Object.keys(positions); for (let i = 0; i < nodeIds.length; i++) { let nodeId = nodeIds[i]; let node = this.body.nodes[nodeId]; // handle case where we get a positions from an old physicsObject if (node) { node.setX(positions[nodeId].x); node.setY(positions[nodeId].y); } } } /** * 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; this._updateWorkerStabilized(); // 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; this._updateWorkerStabilized(); 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'); } } } _updateWorkerStabilized() { if (this.physicsWorker) { this.physicsWorker.postMessage({ type: 'setStabilized', data: this.stabilized }); } } /** * The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized. * */ simulationStep() { if (this.physicsWorker) { this.physicsWorker.postMessage({type: 'physicsTick'}); } else { // 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(); } } _sendWorkerStabilized() { if (this.physicsWorker) { this.physicsWorker.postMessage({ type: 'stabilized' }); } } /** * 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; this._sendWorkerStabilized(); }, 0); } } createPhysicsNode(nodeId) { let node = this.body.nodes[nodeId]; if (node) { return { id: node.id.toString(), x: node.x, y: node.y, // TODO update on change edges: { length: node.edges.length }, options: { fixed: { x: node.options.fixed.x, y: node.options.fixed.y }, mass: node.options.mass } } } } createPhysicsEdge(edgeId) { let edge = this.body.edges[edgeId]; if (edge && edge.options.physics === true) { let physicsEdge = { id: edge.id, connected: edge.connected, edgeType: {}, toId: edge.toId, fromId: edge.fromId, options: { length: edge.length } }; // TODO test/implment dynamic if (edge.edgeType.via) { physicsEdge.edgeType = { via: { id: edge.edgeType.via.id } } } return physicsEdge; } } /** * 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 */ initPhysicsData() { let nodes = this.body.nodes; let edges = this.body.edges; this.physicsBody.forces = {}; this.physicsBody.physicsNodeIndices = []; this.physicsBody.physicsEdgeIndices = []; let physicsWorkerNodes = {}; let physicsWorkerEdges = {}; // 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); if (this.physicsWorker) { physicsWorkerNodes[nodeId] = this.createPhysicsNode(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); if (this.physicsWorker) { physicsWorkerEdges[edgeId] = this.createPhysicsEdge(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]; } } if (this.physicsWorker) { this.physicsWorker.postMessage({ type: 'initPhysicsData', data: { nodes: physicsWorkerNodes, edges: physicsWorkerEdges } }); } } /** * 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.setX(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.setY(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; } // TODO probably want to move freeze/restore to PhysicsBase and do in worker if running /** * 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].setFixed(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].setFixed({x: this.freezeCache[id].x, y: this.freezeCache[id].y}); } } } this.freezeCache = {}; } /** * Find a stable position for all nodes * @private */ 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 stabilize 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; if (this.physicsWorker) { this.physicsWorker.postMessage({ type: 'stabilize', data: { targetIterations: iterations } }); } else { setTimeout(() => this._stabilizationBatch(), 0); } } /** * 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; } } export default PhysicsEngine;