exports._resetLevels = function() { for (var nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { var node = this.nodes[nodeId]; if (node.preassignedLevel == false) { node.level = -1; } } } }; /** * This is the main function to layout the nodes in a hierarchical way. * It checks if the node details are supplied correctly * * @private */ exports._setupHierarchicalLayout = function() { if (this.constants.hierarchicalLayout.enabled == true && this.nodeIndices.length > 0) { if (this.constants.hierarchicalLayout.direction == "RL" || this.constants.hierarchicalLayout.direction == "DU") { this.constants.hierarchicalLayout.levelSeparation *= -1; } else { this.constants.hierarchicalLayout.levelSeparation = Math.abs(this.constants.hierarchicalLayout.levelSeparation); } // get the size of the largest hubs and check if the user has defined a level for a node. var hubsize = 0; var node, nodeId; var definedLevel = false; var undefinedLevel = false; for (nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { node = this.nodes[nodeId]; if (node.level != -1) { definedLevel = true; } else { undefinedLevel = true; } if (hubsize < node.edges.length) { hubsize = node.edges.length; } } } // if the user defined some levels but not all, alert and run without hierarchical layout if (undefinedLevel == true && definedLevel == true) { alert("To use the hierarchical layout, nodes require either no predefined levels or levels have to be defined for all nodes."); this.zoomExtent(true,this.constants.clustering.enabled); if (!this.constants.clustering.enabled) { this.start(); } } else { // setup the system to use hierarchical method. this._changeConstants(); // define levels if undefined by the users. Based on hubsize if (undefinedLevel == true) { this._determineLevels(hubsize); } // check the distribution of the nodes per level. var distribution = this._getDistribution(); // place the nodes on the canvas. This also stablilizes the system. this._placeNodesByHierarchy(distribution); // start the simulation. this.start(); } } }; /** * This function places the nodes on the canvas based on the hierarchial distribution. * * @param {Object} distribution | obtained by the function this._getDistribution() * @private */ exports._placeNodesByHierarchy = function(distribution) { var nodeId, node; // start placing all the level 0 nodes first. Then recursively position their branches. for (nodeId in distribution[0].nodes) { if (distribution[0].nodes.hasOwnProperty(nodeId)) { node = distribution[0].nodes[nodeId]; if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") { if (node.xFixed) { node.x = distribution[0].minPos; node.xFixed = false; distribution[0].minPos += distribution[0].nodeSpacing; } } else { if (node.yFixed) { node.y = distribution[0].minPos; node.yFixed = false; distribution[0].minPos += distribution[0].nodeSpacing; } } this._placeBranchNodes(node.edges,node.id,distribution,node.level); } } // stabilize the system after positioning. This function calls zoomExtent. this._stabilize(); }; /** * This function get the distribution of levels based on hubsize * * @returns {Object} * @private */ exports._getDistribution = function() { var distribution = {}; var nodeId, node, level; // we fix Y because the hierarchy is vertical, we fix X so we do not give a node an x position for a second time. // the fix of X is removed after the x value has been set. for (nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { node = this.nodes[nodeId]; node.xFixed = true; node.yFixed = true; if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") { node.y = this.constants.hierarchicalLayout.levelSeparation*node.level; } else { node.x = this.constants.hierarchicalLayout.levelSeparation*node.level; } if (!distribution.hasOwnProperty(node.level)) { distribution[node.level] = {amount: 0, nodes: {}, minPos:0, nodeSpacing:0}; } distribution[node.level].amount += 1; distribution[node.level].nodes[node.id] = node; } } // determine the largest amount of nodes of all levels var maxCount = 0; for (level in distribution) { if (distribution.hasOwnProperty(level)) { if (maxCount < distribution[level].amount) { maxCount = distribution[level].amount; } } } // set the initial position and spacing of each nodes accordingly for (level in distribution) { if (distribution.hasOwnProperty(level)) { distribution[level].nodeSpacing = (maxCount + 1) * this.constants.hierarchicalLayout.nodeSpacing; distribution[level].nodeSpacing /= (distribution[level].amount + 1); distribution[level].minPos = distribution[level].nodeSpacing - (0.5 * (distribution[level].amount + 1) * distribution[level].nodeSpacing); } } return distribution; }; /** * this function allocates nodes in levels based on the recursive branching from the largest hubs. * * @param hubsize * @private */ exports._determineLevels = function(hubsize) { var nodeId, node; // determine hubs for (nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { node = this.nodes[nodeId]; if (node.edges.length == hubsize) { node.level = 0; } } } // branch from hubs for (nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { node = this.nodes[nodeId]; if (node.level == 0) { this._setLevel(1,node.edges,node.id); } } } }; /** * Since hierarchical layout does not support: * - smooth curves (based on the physics), * - clustering (based on dynamic node counts) * * We disable both features so there will be no problems. * * @private */ exports._changeConstants = function() { this.constants.clustering.enabled = false; this.constants.physics.barnesHut.enabled = false; this.constants.physics.hierarchicalRepulsion.enabled = true; this._loadSelectedForceSolver(); this.constants.smoothCurves = false; this._configureSmoothCurves(); }; /** * This is a recursively called function to enumerate the branches from the largest hubs and place the nodes * on a X position that ensures there will be no overlap. * * @param edges * @param parentId * @param distribution * @param parentLevel * @private */ exports._placeBranchNodes = function(edges, parentId, distribution, parentLevel) { for (var i = 0; i < edges.length; i++) { var childNode = null; if (edges[i].toId == parentId) { childNode = edges[i].from; } else { childNode = edges[i].to; } // if a node is conneceted to another node on the same level (or higher (means lower level))!, this is not handled here. var nodeMoved = false; if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") { if (childNode.xFixed && childNode.level > parentLevel) { childNode.xFixed = false; childNode.x = distribution[childNode.level].minPos; nodeMoved = true; } } else { if (childNode.yFixed && childNode.level > parentLevel) { childNode.yFixed = false; childNode.y = distribution[childNode.level].minPos; nodeMoved = true; } } if (nodeMoved == true) { distribution[childNode.level].minPos += distribution[childNode.level].nodeSpacing; if (childNode.edges.length > 1) { this._placeBranchNodes(childNode.edges,childNode.id,distribution,childNode.level); } } } }; /** * this function is called recursively to enumerate the barnches of the largest hubs and give each node a level. * * @param level * @param edges * @param parentId * @private */ exports._setLevel = function(level, edges, parentId) { for (var i = 0; i < edges.length; i++) { var childNode = null; if (edges[i].toId == parentId) { childNode = edges[i].from; } else { childNode = edges[i].to; } if (childNode.level == -1 || childNode.level > level) { childNode.level = level; if (edges.length > 1) { this._setLevel(level+1, childNode.edges, childNode.id); } } } }; /** * Unfix nodes * * @private */ exports._restoreNodes = function() { for (var nodeId in this.nodes) { if (this.nodes.hasOwnProperty(nodeId)) { this.nodes[nodeId].xFixed = false; this.nodes[nodeId].yFixed = false; } } };