import BarnesHutSolver from './components/physics/BarnesHutSolver'; import Repulsion from './components/physics/RepulsionSolver'; import HierarchicalRepulsion from './components/physics/HierarchicalRepulsionSolver'; import SpringSolver from './components/physics/SpringSolver'; import HierarchicalSpringSolver from './components/physics/HierarchicalSpringSolver'; import CentralGravitySolver from './components/physics/CentralGravitySolver'; import ForceAtlas2BasedRepulsionSolver from './components/physics/FA2BasedRepulsionSolver'; import ForceAtlas2BasedCentralGravitySolver from './components/physics/FA2BasedCentralGravitySolver'; class PhysicsWorker { constructor(postMessage) { this.body = {}; this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}}; this.postMessage = postMessage; this.options = {}; this.stabilized = false; this.previousStates = {}; this.positions = {}; this.timestep = 0.5; } handleMessage(event) { var msg = event.data; switch (msg.type) { case 'calculateForces': this.calculateForces(); this.moveNodes(); this.postMessage({ type: 'positions', data: { positions: this.positions, stabilized: this.stabilized } }); break; case 'update': let node = this.body.nodes[msg.data.id]; node.x = msg.data.x; node.y = msg.data.y; break; case 'options': this.options = msg.data; this.timestep = this.options.timestep; this.init(); break; case 'physicsObjects': this.body.nodes = msg.data.nodes; this.body.edges = msg.data.edges; this.updatePhysicsData(); break; default: console.warn('unknown message from PhysicsEngine', msg); } } /** * configure the engine. */ init() { var options; if (this.options.solver === 'forceAtlas2Based') { options = this.options.forceAtlas2Based; this.nodesSolver = new ForceAtlas2BasedRepulsionSolver(this.body, this.physicsBody, options); this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options); this.gravitySolver = new ForceAtlas2BasedCentralGravitySolver(this.body, this.physicsBody, options); } else if (this.options.solver === 'repulsion') { options = this.options.repulsion; this.nodesSolver = new Repulsion(this.body, this.physicsBody, options); this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options); this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options); } else if (this.options.solver === 'hierarchicalRepulsion') { options = this.options.hierarchicalRepulsion; this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options); this.edgesSolver = new HierarchicalSpringSolver(this.body, this.physicsBody, options); this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options); } else { // barnesHut options = this.options.barnesHut; this.nodesSolver = new BarnesHutSolver(this.body, this.physicsBody, options); this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options); this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options); } this.modelOptions = options; } /** * 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 */ updatePhysicsData() { this.physicsBody.forces = {}; this.physicsBody.physicsNodeIndices = []; this.physicsBody.physicsEdgeIndices = []; let nodes = this.body.nodes; let edges = this.body.edges; // get node indices for physics for (let nodeId in nodes) { if (nodes.hasOwnProperty(nodeId)) { this.physicsBody.physicsNodeIndices.push(nodeId); this.positions[nodeId] = { x: nodes[nodeId].x, y: nodes[nodeId].y } } } // get edge indices for physics for (let edgeId in edges) { if (edges.hasOwnProperty(edgeId)) { this.physicsBody.physicsEdgeIndices.push(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]; } } // console.log(this.physicsBody); } /** * move the nodes one timestap and check if they are stabilized * @returns {boolean} */ moveNodes() { var nodeIndices = this.physicsBody.physicsNodeIndices; var maxVelocity = this.options.maxVelocity ? this.options.maxVelocity : 1e9; var maxNodeVelocity = 0; for (let i = 0; i < nodeIndices.length; i++) { let nodeId = nodeIndices[i]; let nodeVelocity = this._performStep(nodeId, maxVelocity); // stabilized is true if stabilized is true and velocity is smaller than vmin --> all nodes must be stabilized maxNodeVelocity = Math.max(maxNodeVelocity,nodeVelocity); } // evaluating the stabilized and adaptiveTimestepEnabled conditions this.stabilized = maxNodeVelocity < this.options.minVelocity; } /** * 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.x += velocities[nodeId].x * timestep; // position this.positions[nodeId].x = node.x; } 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.y += velocities[nodeId].y * timestep; // position this.positions[nodeId].y = node.y; } 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; } /** * calculate the forces for one physics iteration. */ calculateForces() { this.gravitySolver.solve(); this.nodesSolver.solve(); this.edgesSolver.solve(); } } export default PhysicsWorker;