/** * @class HierarchicalRepulsionSolver */ class HierarchicalRepulsionSolver { /** * @param {Object} body * @param {{physicsNodeIndices: Array, physicsEdgeIndices: Array, forces: {}, velocities: {}}} physicsBody * @param {Object} options * @constructor HierarchicalRepulsionSolver */ constructor(body, physicsBody, options) { this.body = body; this.physicsBody = physicsBody; this.setOptions(options); } /** * * @param {Object} options */ setOptions(options) { this.options = options; } /** * Calculate the forces the nodes apply on each other based on a repulsion field. * This field is linearly approximated. * * @private */ solve() { var dx, dy, distance, fx, fy, repulsingForce, node1, node2, i, j; var nodes = this.body.nodes; var nodeIndices = this.physicsBody.physicsNodeIndices; var forces = this.physicsBody.forces; // repulsing forces between nodes var nodeDistance = this.options.nodeDistance; // we loop from i over all but the last entree in the array // j loops from i+1 to the last. This way we do not double count any of the indices, nor i === j for (i = 0; i < nodeIndices.length - 1; i++) { node1 = nodes[nodeIndices[i]]; for (j = i + 1; j < nodeIndices.length; j++) { node2 = nodes[nodeIndices[j]]; // nodes only affect nodes on their level if (node1.level === node2.level) { dx = node2.x - node1.x; dy = node2.y - node1.y; distance = Math.sqrt(dx * dx + dy * dy); var steepness = 0.05; if (distance < nodeDistance) { repulsingForce = -Math.pow(steepness * distance, 2) + Math.pow(steepness * nodeDistance, 2); } else { repulsingForce = 0; } // normalize force with if (distance === 0) { distance = 0.01; } else { repulsingForce = repulsingForce / distance; } fx = dx * repulsingForce; fy = dy * repulsingForce; forces[node1.id].x -= fx; forces[node1.id].y -= fy; forces[node2.id].x += fx; forces[node2.id].y += fy; } } } } } export default HierarchicalRepulsionSolver;