'use strict';
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let util = require('../../util');
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import NetworkUtil from '../NetworkUtil';
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class LayoutEngine {
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constructor(body) {
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this.body = body;
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this.initialRandomSeed = Math.round(Math.random() * 1000000);
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this.randomSeed = this.initialRandomSeed;
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this.options = {};
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this.optionsBackup = {};
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this.defaultOptions = {
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randomSeed: undefined,
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improvedLayout: true,
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hierarchical: {
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enabled:false,
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levelSeparation: 150,
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direction: 'UD', // UD, DU, LR, RL
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sortMethod: 'hubsize' // hubsize, directed
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}
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};
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util.extend(this.options, this.defaultOptions);
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this.lastNodeOnLevel = {};
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this.hierarchicalParents = {};
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this.hierarchicalChildren = {};
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this.bindEventListeners();
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}
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bindEventListeners() {
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this.body.emitter.on('_dataChanged', () => {
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this.setupHierarchicalLayout();
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});
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this.body.emitter.on('_dataLoaded', () => {
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this.layoutNetwork();
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});
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this.body.emitter.on('_resetHierarchicalLayout', () => {
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this.setupHierarchicalLayout();
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});
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}
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setOptions(options, allOptions) {
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if (options !== undefined) {
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let prevHierarchicalState = this.options.hierarchical.enabled;
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util.selectiveDeepExtend(["randomSeed", "improvedLayout"],this.options, options);
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util.mergeOptions(this.options, options, 'hierarchical');
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if (options.randomSeed !== undefined) {this.initialRandomSeed = options.randomSeed;}
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if (this.options.hierarchical.enabled === true) {
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if (prevHierarchicalState === true) {
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// refresh the overridden options for nodes and edges.
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this.body.emitter.emit('refresh', true);
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}
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// make sure the level seperation is the right way up
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if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'DU') {
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if (this.options.hierarchical.levelSeparation > 0) {
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this.options.hierarchical.levelSeparation *= -1;
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}
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}
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else {
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if (this.options.hierarchical.levelSeparation < 0) {
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this.options.hierarchical.levelSeparation *= -1;
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}
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}
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this.body.emitter.emit('_resetHierarchicalLayout');
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// because the hierarchical system needs it's own physics and smooth curve settings, we adapt the other options if needed.
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return this.adaptAllOptionsForHierarchicalLayout(allOptions);
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}
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else {
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if (prevHierarchicalState === true) {
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// refresh the overridden options for nodes and edges.
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this.body.emitter.emit('refresh');
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return util.deepExtend(allOptions,this.optionsBackup);
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}
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}
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}
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return allOptions;
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}
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adaptAllOptionsForHierarchicalLayout(allOptions) {
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if (this.options.hierarchical.enabled === true) {
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// set the physics
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if (allOptions.physics === undefined || allOptions.physics === true) {
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allOptions.physics = {solver: 'hierarchicalRepulsion'};
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this.optionsBackup.physics = {solver:'barnesHut'};
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}
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else if (typeof allOptions.physics === 'object') {
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this.optionsBackup.physics = {solver:'barnesHut'};
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if (allOptions.physics.solver !== undefined) {
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this.optionsBackup.physics = {solver:allOptions.physics.solver};
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}
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allOptions.physics['solver'] = 'hierarchicalRepulsion';
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}
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else if (allOptions.physics !== false) {
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this.optionsBackup.physics = {solver:'barnesHut'};
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allOptions.physics['solver'] = 'hierarchicalRepulsion';
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}
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// get the type of static smooth curve in case it is required
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let type = 'horizontal';
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if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'LR') {
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type = 'vertical';
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}
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// disable smooth curves if nothing is defined. If smooth curves have been turned on, turn them into static smooth curves.
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if (allOptions.edges === undefined) {
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this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
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allOptions.edges = {smooth: false};
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}
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else if (allOptions.edges.smooth === undefined) {
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this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
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allOptions.edges.smooth = false;
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}
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else {
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if (typeof allOptions.edges.smooth === 'boolean') {
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this.optionsBackup.edges = {smooth:allOptions.edges.smooth};
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allOptions.edges.smooth = {enabled: allOptions.edges.smooth, type:type}
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}
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else {
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// allow custom types except for dynamic
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if (allOptions.edges.smooth.type !== undefined && allOptions.edges.smooth.type !== 'dynamic') {
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type = allOptions.edges.smooth.type;
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}
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this.optionsBackup.edges = {
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smooth: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
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type:allOptions.edges.smooth.type === undefined ? 'dynamic' : allOptions.edges.smooth.type,
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roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
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forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.smooth.forceDirection
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};
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allOptions.edges.smooth = {
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enabled: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
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type:type,
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roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
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forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.smooth.forceDirection
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}
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}
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}
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// force all edges into static smooth curves. Only applies to edges that do not use the global options for smooth.
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this.body.emitter.emit('_forceDisableDynamicCurves', type);
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}
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return allOptions;
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}
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seededRandom() {
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let x = Math.sin(this.randomSeed++) * 10000;
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return x - Math.floor(x);
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}
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positionInitially(nodesArray) {
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if (this.options.hierarchical.enabled !== true) {
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this.randomSeed = this.initialRandomSeed;
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for (let i = 0; i < nodesArray.length; i++) {
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let node = nodesArray[i];
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let radius = 10 * 0.1 * nodesArray.length + 10;
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let angle = 2 * Math.PI * this.seededRandom();
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if (node.x === undefined) {
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node.x = radius * Math.cos(angle);
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}
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if (node.y === undefined) {
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node.y = radius * Math.sin(angle);
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}
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}
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}
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}
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/**
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* Use KamadaKawai to position nodes. This is quite a heavy algorithm so if there are a lot of nodes we
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* cluster them first to reduce the amount.
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*/
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layoutNetwork() {
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if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
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// first check if we should KamadaKawai to layout. The threshold is if less than half of the visible
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// nodes have predefined positions we use this.
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let positionDefined = 0;
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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let node = this.body.nodes[this.body.nodeIndices[i]];
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if (node.predefinedPosition === true) {
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positionDefined += 1;
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}
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}
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// if less than half of the nodes have a predefined position we continue
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if (positionDefined < 0.5 * this.body.nodeIndices.length) {
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let MAX_LEVELS = 10;
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let level = 0;
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let clusterThreshold = 100;
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// if there are a lot of nodes, we cluster before we run the algorithm.
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if (this.body.nodeIndices.length > clusterThreshold) {
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let startLength = this.body.nodeIndices.length;
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while (this.body.nodeIndices.length > clusterThreshold) {
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//console.time("clustering")
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level += 1;
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let before = this.body.nodeIndices.length;
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// if there are many nodes we do a hubsize cluster
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if (level % 3 === 0) {
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this.body.modules.clustering.clusterBridges();
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}
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else {
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this.body.modules.clustering.clusterOutliers();
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}
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let after = this.body.nodeIndices.length;
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if ((before == after && level % 3 !== 0) || level > MAX_LEVELS) {
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this._declusterAll();
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this.body.emitter.emit("_layoutFailed");
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console.info("This network could not be positioned by this version of the improved layout algorithm. Please disable improvedLayout for better performance.");
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return;
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}
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//console.timeEnd("clustering")
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//console.log(level,after)
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}
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// increase the size of the edges
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this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150, 2 * startLength)})
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}
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// position the system for these nodes and edges
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this.body.modules.kamadaKawai.solve(this.body.nodeIndices, this.body.edgeIndices, true);
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// shift to center point
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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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let offset = 70;
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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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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this._declusterAll();
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// reposition all bezier nodes.
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this.body.emitter.emit("_repositionBezierNodes");
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}
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}
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}
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/**
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* Move all the nodes towards to the center so gravitational pull wil not move the nodes away from view
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* @private
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*/
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_shiftToCenter() {
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let range = NetworkUtil._getRangeCore(this.body.nodes, this.body.nodeIndices);
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let center = NetworkUtil._findCenter(range);
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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this.body.nodes[this.body.nodeIndices[i]].x -= center.x;
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this.body.nodes[this.body.nodeIndices[i]].y -= center.y;
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}
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}
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_declusterAll() {
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let clustersPresent = true;
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while (clustersPresent === true) {
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clustersPresent = false;
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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if (this.body.nodes[this.body.nodeIndices[i]].isCluster === true) {
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clustersPresent = true;
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this.body.modules.clustering.openCluster(this.body.nodeIndices[i], {}, false);
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}
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}
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if (clustersPresent === true) {
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this.body.emitter.emit('_dataChanged');
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}
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}
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}
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getSeed() {
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return this.initialRandomSeed;
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}
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/**
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* This is the main function to layout the nodes in a hierarchical way.
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* It checks if the node details are supplied correctly
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*
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* @private
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*/
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setupHierarchicalLayout() {
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if (this.options.hierarchical.enabled === true && this.body.nodeIndices.length > 0) {
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// get the size of the largest hubs and check if the user has defined a level for a node.
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let node, nodeId;
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let definedLevel = false;
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let undefinedLevel = false;
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this.hierarchicalLevels = {};
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this.nodeSpacing = 100;
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.options.level !== undefined) {
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definedLevel = true;
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this.hierarchicalLevels[nodeId] = node.options.level;
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}
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else {
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undefinedLevel = true;
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}
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}
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}
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// if the user defined some levels but not all, alert and run without hierarchical layout
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if (undefinedLevel === true && definedLevel === true) {
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throw new Error('To use the hierarchical layout, nodes require either no predefined levels or levels have to be defined for all nodes.');
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return;
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}
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else {
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// define levels if undefined by the users. Based on hubsize
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if (undefinedLevel === true) {
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if (this.options.hierarchical.sortMethod === 'hubsize') {
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this._determineLevelsByHubsize();
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}
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else if (this.options.hierarchical.sortMethod === 'directed') {
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this._determineLevelsDirected();
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}
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else if (this.options.hierarchical.sortMethod === 'custom') {
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this._determineLevelsCustomCallback();
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}
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}
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// check the distribution of the nodes per level.
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let distribution = this._getDistribution();
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// get the parent children relations.
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this._generateMap();
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// place the nodes on the canvas.
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this._placeNodesByHierarchy(distribution);
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// Todo: condense the whitespace.
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this._condenseHierarchy(distribution);
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// shift to center so gravity does not have to do much
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this._shiftToCenter();
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}
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}
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}
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/**
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* TODO: implement. Clear whitespace after positioning.
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* @private
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*/
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_condenseHierarchy(distribution) {
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}
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/**
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* This function places the nodes on the canvas based on the hierarchial distribution.
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*
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* @param {Object} distribution | obtained by the function this._getDistribution()
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* @private
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*/
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_placeNodesByHierarchy(distribution) {
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this.positionedNodes = {};
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// start placing all the level 0 nodes first. Then recursively position their branches.
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for (let level in distribution) {
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if (distribution.hasOwnProperty(level)) {
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// sort nodes in level by position:
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let nodeArray = Object.keys(distribution[level]);
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nodeArray = this._indexArrayToNodes(nodeArray);
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this._sortNodeArray(nodeArray);
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for (let i = 0; i < nodeArray.length; i++) {
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let node = nodeArray[i];
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if (this.positionedNodes[node.id] === undefined) {
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this._setPositionForHierarchy(node, this.nodeSpacing * i);
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this.positionedNodes[node.id] = true;
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this._placeBranchNodes(node.id, level);
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}
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}
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}
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}
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}
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/**
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* Receives an array with node indices and returns an array with the actual node references. Used for sorting based on
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* node properties.
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* @param idArray
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*/
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_indexArrayToNodes(idArray) {
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let array = [];
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for (let i = 0; i < idArray.length; i++) {
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array.push(this.body.nodes[idArray[i]])
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}
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return array;
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}
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/**
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* This function get the distribution of levels based on hubsize
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*
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* @returns {Object}
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* @private
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*/
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_getDistribution() {
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let distribution = {};
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let nodeId, node;
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// 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.
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// the fix of X is removed after the x value has been set.
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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let level = this.hierarchicalLevels[nodeId] === undefined ? 0 : this.hierarchicalLevels[nodeId];
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if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
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node.y = this.options.hierarchical.levelSeparation * level;
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node.options.fixed.y = true;
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}
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else {
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node.x = this.options.hierarchical.levelSeparation * level;
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node.options.fixed.x = true;
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}
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if (distribution[level] === undefined) {
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distribution[level] = {};
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}
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distribution[level][nodeId] = node;
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}
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}
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return distribution;
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}
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/**
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* Get the hubsize from all remaining unlevelled nodes.
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*
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* @returns {number}
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* @private
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*/
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_getHubSize() {
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let hubSize = 0;
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for (let nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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let node = this.body.nodes[nodeId];
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if (this.hierarchicalLevels[nodeId] === undefined) {
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hubSize = node.edges.length < hubSize ? hubSize : node.edges.length;
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}
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}
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}
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return hubSize;
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}
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/**
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* this function allocates nodes in levels based on the recursive branching from the largest hubs.
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*
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* @param hubsize
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* @private
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*/
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_determineLevelsByHubsize() {
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let hubSize = 1;
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let levelDownstream = (nodeA, nodeB) => {
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if (this.hierarchicalLevels[nodeB.id] === undefined) {
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// set initial level
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if (this.hierarchicalLevels[nodeA.id] === undefined) {
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this.hierarchicalLevels[nodeA.id] = 0;
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}
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// set level
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this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + 1;
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}
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};
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while (hubSize > 0) {
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// determine hubs
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hubSize = this._getHubSize();
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if (hubSize === 0)
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break;
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for (let nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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let node = this.body.nodes[nodeId];
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if (node.edges.length === hubSize) {
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this._crawlNetwork(levelDownstream,nodeId);
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}
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}
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}
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}
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}
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/**
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* TODO: release feature
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* @private
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*/
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_determineLevelsCustomCallback() {
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let minLevel = 100000;
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// TODO: this should come from options.
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let customCallback = function(nodeA, nodeB, edge) {
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};
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let levelByDirection = (nodeA, nodeB, edge) => {
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let levelA = this.hierarchicalLevels[nodeA.id];
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// set initial level
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if (levelA === undefined) {this.hierarchicalLevels[nodeA.id] = minLevel;}
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let diff = customCallback(
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NetworkUtil._cloneOptions(nodeA,'node'),
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NetworkUtil._cloneOptions(nodeB,'node'),
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NetworkUtil._cloneOptions(edge,'edge')
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);
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this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + diff;
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};
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|
|
this._crawlNetwork(levelByDirection);
|
|
this._setMinLevelToZero();
|
|
}
|
|
|
|
/**
|
|
* this function allocates nodes in levels based on the direction of the edges
|
|
*
|
|
* @param hubsize
|
|
* @private
|
|
*/
|
|
_determineLevelsDirected() {
|
|
let minLevel = 10000;
|
|
let levelByDirection = (nodeA, nodeB, edge) => {
|
|
let levelA = this.hierarchicalLevels[nodeA.id];
|
|
// set initial level
|
|
if (levelA === undefined) {this.hierarchicalLevels[nodeA.id] = minLevel;}
|
|
if (edge.toId == nodeB.id) {
|
|
this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] + 1;
|
|
}
|
|
else {
|
|
this.hierarchicalLevels[nodeB.id] = this.hierarchicalLevels[nodeA.id] - 1;
|
|
}
|
|
};
|
|
this._crawlNetwork(levelByDirection);
|
|
this._setMinLevelToZero();
|
|
}
|
|
|
|
|
|
/**
|
|
* Small util method to set the minimum levels of the nodes to zero.
|
|
* @private
|
|
*/
|
|
_setMinLevelToZero() {
|
|
let minLevel = 1e9;
|
|
// get the minimum level
|
|
for (let nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId)) {
|
|
minLevel = Math.min(this.hierarchicalLevels[nodeId], minLevel);
|
|
}
|
|
}
|
|
|
|
// subtract the minimum from the set so we have a range starting from 0
|
|
for (let nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId)) {
|
|
this.hierarchicalLevels[nodeId] -= minLevel;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Update the bookkeeping of parent and child.
|
|
* @param parentNodeId
|
|
* @param childNodeId
|
|
* @private
|
|
*/
|
|
_generateMap() {
|
|
let fillInRelations = (parentNode, childNode) => {
|
|
if (this.hierarchicalLevels[childNode.id] > this.hierarchicalLevels[parentNode.id]) {
|
|
let parentNodeId = parentNode.id;
|
|
let childNodeId = childNode.id;
|
|
if (this.hierarchicalParents[parentNodeId] === undefined) {
|
|
this.hierarchicalParents[parentNodeId] = {children: [], amount: 0};
|
|
}
|
|
this.hierarchicalParents[parentNodeId].children.push(childNodeId);
|
|
if (this.hierarchicalChildren[childNodeId] === undefined) {
|
|
this.hierarchicalChildren[childNodeId] = {parents: [], amount: 0};
|
|
}
|
|
this.hierarchicalChildren[childNodeId].parents.push(parentNodeId);
|
|
}
|
|
};
|
|
|
|
this._crawlNetwork(fillInRelations);
|
|
}
|
|
|
|
|
|
/**
|
|
* Crawl over the entire network and use a callback on each node couple that is connected to eachother.
|
|
* @param callback | will receive nodeA nodeB and the connecting edge. A and B are unique.
|
|
* @param startingNodeId
|
|
* @private
|
|
*/
|
|
_crawlNetwork(callback = function() {}, startingNodeId) {
|
|
let progress = {};
|
|
let crawler = (node) => {
|
|
if (progress[node.id] === undefined) {
|
|
progress[node.id] = true;
|
|
let childNode;
|
|
for (let i = 0; i < node.edges.length; i++) {
|
|
if (node.edges[i].toId === node.id) {childNode = node.edges[i].from;}
|
|
else {childNode = node.edges[i].to;}
|
|
|
|
if (node.id !== childNode.id) {
|
|
callback(node, childNode, node.edges[i]);
|
|
crawler(childNode);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
// we can crawl from a specific node or over all nodes.
|
|
if (startingNodeId === undefined) {
|
|
for (let i = 0; i < this.body.nodeIndices.length; i++) {
|
|
let node = this.body.nodes[this.body.nodeIndices[i]];
|
|
crawler(node);
|
|
}
|
|
}
|
|
else {
|
|
let node = this.body.nodes[startingNodeId];
|
|
if (node === undefined) {
|
|
console.error("Node not found:", startingNodeId);
|
|
return;
|
|
}
|
|
crawler(node);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
/**
|
|
* 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 parentId
|
|
* @param parentLevel
|
|
* @private
|
|
*/
|
|
_placeBranchNodes(parentId, parentLevel) {
|
|
// if this is not a parent, cancel the placing. This can happen with multiple parents to one child.
|
|
if (this.hierarchicalParents[parentId] === undefined) {
|
|
return;
|
|
}
|
|
|
|
// get a list of childNodes
|
|
let childNodes = [];
|
|
for (let i = 0; i < this.hierarchicalParents[parentId].children.length; i++) {
|
|
childNodes.push(this.body.nodes[this.hierarchicalParents[parentId].children[i]]);
|
|
}
|
|
|
|
// use the positions to order the nodes.
|
|
this._sortNodeArray(childNodes);
|
|
|
|
// position the childNodes
|
|
for (let i = 0; i < childNodes.length; i++) {
|
|
let childNode = childNodes[i];
|
|
let childNodeLevel = this.hierarchicalLevels[childNode.id];
|
|
// check if the childnode is below the parent node and if it has already been positioned.
|
|
if (childNodeLevel > parentLevel && this.positionedNodes[childNode.id] === undefined) {
|
|
// get the amount of space required for this node. If parent the width is based on the amount of children.
|
|
let pos;
|
|
|
|
// we get the X or Y values we need and store them in pos and previousPos. The get and set make sure we get X or Y
|
|
if (i === 0) {pos = this._getPositionForHierarchy(this.body.nodes[parentId]);}
|
|
else {pos = this._getPositionForHierarchy(childNodes[i-1]) + this.nodeSpacing;}
|
|
this._setPositionForHierarchy(childNode, pos);
|
|
|
|
// if overlap has been detected, we shift the branch
|
|
if (this.lastNodeOnLevel[childNodeLevel] !== undefined) {
|
|
let previousPos = this._getPositionForHierarchy(this.body.nodes[this.lastNodeOnLevel[childNodeLevel]]);
|
|
if (pos - previousPos < this.nodeSpacing) {
|
|
let diff = (previousPos + this.nodeSpacing) - pos;
|
|
let sharedParent = this._findCommonParent(this.lastNodeOnLevel[childNodeLevel], childNode.id);
|
|
this._shiftBlock(sharedParent.withChild, diff);
|
|
}
|
|
}
|
|
|
|
// store change in position.
|
|
this.lastNodeOnLevel[childNodeLevel] = childNode.id;
|
|
|
|
this.positionedNodes[childNode.id] = true;
|
|
|
|
this._placeBranchNodes(childNode.id, childNodeLevel);
|
|
}
|
|
else {
|
|
return
|
|
}
|
|
}
|
|
|
|
// center the parent nodes.
|
|
let minPos = 1e9;
|
|
let maxPos = -1e9;
|
|
for (let i = 0; i < childNodes.length; i++) {
|
|
let childNodeId = childNodes[i].id;
|
|
minPos = Math.min(minPos, this._getPositionForHierarchy(this.body.nodes[childNodeId]));
|
|
maxPos = Math.max(maxPos, this._getPositionForHierarchy(this.body.nodes[childNodeId]));
|
|
}
|
|
this._setPositionForHierarchy(this.body.nodes[parentId], 0.5 * (minPos + maxPos));
|
|
}
|
|
|
|
|
|
/**
|
|
* Shift a branch a certain distance
|
|
* @param parentId
|
|
* @param diff
|
|
* @private
|
|
*/
|
|
_shiftBlock(parentId, diff) {
|
|
if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
|
|
this.body.nodes[parentId].x += diff;
|
|
}
|
|
else {
|
|
this.body.nodes[parentId].y += diff;
|
|
}
|
|
if (this.hierarchicalParents[parentId] !== undefined) {
|
|
for (let i = 0; i < this.hierarchicalParents[parentId].children.length; i++) {
|
|
this._shiftBlock(this.hierarchicalParents[parentId].children[i], diff);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Find a common parent between branches.
|
|
* @param childA
|
|
* @param childB
|
|
* @returns {{foundParent, withChild}}
|
|
* @private
|
|
*/
|
|
_findCommonParent(childA,childB) {
|
|
let parents = {};
|
|
let iterateParents = (parents,child) => {
|
|
if (this.hierarchicalChildren[child] !== undefined) {
|
|
for (let i = 0; i < this.hierarchicalChildren[child].parents.length; i++) {
|
|
let parent = this.hierarchicalChildren[child].parents[i];
|
|
parents[parent] = true;
|
|
iterateParents(parents, parent)
|
|
}
|
|
}
|
|
};
|
|
let findParent = (parents, child) => {
|
|
if (this.hierarchicalChildren[child] !== undefined) {
|
|
for (let i = 0; i < this.hierarchicalChildren[child].parents.length; i++) {
|
|
let parent = this.hierarchicalChildren[child].parents[i];
|
|
if (parents[parent] !== undefined) {
|
|
return {foundParent:parent, withChild:child};
|
|
}
|
|
let branch = findParent(parents, parent);
|
|
if (branch.foundParent !== null) {
|
|
return branch;
|
|
}
|
|
}
|
|
}
|
|
return {foundParent:null, withChild:child};
|
|
};
|
|
|
|
iterateParents(parents, childA);
|
|
return findParent(parents, childB);
|
|
}
|
|
|
|
/**
|
|
* Abstract the getting of the position so we won't have to repeat the check for direction all the time
|
|
* @param node
|
|
* @param position
|
|
* @private
|
|
*/
|
|
_setPositionForHierarchy(node, position) {
|
|
if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
|
|
node.x = position;
|
|
}
|
|
else {
|
|
node.y = position;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Abstract the getting of the position of a node so we do not have to repeat the direction check all the time.
|
|
* @param node
|
|
* @returns {number|*}
|
|
* @private
|
|
*/
|
|
_getPositionForHierarchy(node) {
|
|
if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
|
|
return node.x;
|
|
}
|
|
else {
|
|
return node.y;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Use the x or y value to sort the array, allowing users to specify order.
|
|
* @param nodeArray
|
|
* @private
|
|
*/
|
|
_sortNodeArray(nodeArray) {
|
|
if (nodeArray.length > 1) {
|
|
if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
|
|
nodeArray.sort(function (a, b) {
|
|
return a.x - b.x;
|
|
})
|
|
}
|
|
else {
|
|
nodeArray.sort(function (a, b) {
|
|
return a.y - b.y;
|
|
})
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
export default LayoutEngine;
|