import BarnesHutSolver from './components/physics/BarnesHutSolver';
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import Repulsion from './components/physics/RepulsionSolver';
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import HierarchicalRepulsion from './components/physics/HierarchicalRepulsionSolver';
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import SpringSolver from './components/physics/SpringSolver';
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import HierarchicalSpringSolver from './components/physics/HierarchicalSpringSolver';
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import CentralGravitySolver from './components/physics/CentralGravitySolver';
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import ForceAtlas2BasedRepulsionSolver from './components/physics/FA2BasedRepulsionSolver';
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import ForceAtlas2BasedCentralGravitySolver from './components/physics/FA2BasedCentralGravitySolver';
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var util = require('../../util');
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class PhysicsEngine {
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constructor(body) {
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this.body = body;
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this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
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this.physicsEnabled = true;
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this.simulationInterval = 1000 / 60;
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this.requiresTimeout = true;
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this.previousStates = {};
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this.freezeCache = {};
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this.renderTimer = undefined;
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this.initialStabilizationEmitted = false;
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this.stabilized = false;
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this.startedStabilization = false;
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this.stabilizationIterations = 0;
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this.ready = false; // will be set to true if the stabilize
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// default options
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this.options = {};
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this.defaultOptions = {
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enabled: true,
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barnesHut: {
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theta: 0.5,
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gravitationalConstant: -2000,
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centralGravity: 0.3,
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springLength: 95,
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springConstant: 0.04,
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damping: 0.09,
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avoidOverlap: 0
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},
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forceAtlas2Based: {
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theta: 0.5,
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gravitationalConstant: -50,
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centralGravity: 0.01,
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springConstant: 0.08,
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springLength: 100,
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damping: 0.4,
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avoidOverlap: 0
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},
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repulsion: {
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centralGravity: 0.2,
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springLength: 200,
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springConstant: 0.05,
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nodeDistance: 100,
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damping: 0.09,
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avoidOverlap: 0
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},
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hierarchicalRepulsion: {
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centralGravity: 0.0,
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springLength: 100,
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springConstant: 0.01,
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nodeDistance: 120,
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damping: 0.09
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},
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maxVelocity: 50,
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minVelocity: 0.1, // px/s
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solver: 'barnesHut',
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stabilization: {
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enabled: true,
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iterations: 1000, // maximum number of iteration to stabilize
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updateInterval: 50,
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onlyDynamicEdges: false,
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fit: true
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},
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timestep: 0.5
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};
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util.extend(this.options, this.defaultOptions);
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this.bindEventListeners();
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}
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bindEventListeners() {
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this.body.emitter.on('initPhysics', () => {this.initPhysics();});
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this.body.emitter.on('resetPhysics', () => {this.stopSimulation(); this.ready = false;});
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this.body.emitter.on('disablePhysics', () => {this.physicsEnabled = false; this.stopSimulation();});
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this.body.emitter.on('restorePhysics', () => {
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this.setOptions(this.options);
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if (this.ready === true) {
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this.startSimulation();
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}
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});
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this.body.emitter.on('startSimulation', () => {
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if (this.ready === true) {
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this.startSimulation();
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}
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});
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this.body.emitter.on('stopSimulation', () => {this.stopSimulation();});
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this.body.emitter.on('destroy', () => {
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this.stopSimulation(false);
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this.body.emitter.off();
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});
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}
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setOptions(options) {
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if (options !== undefined) {
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if (options === false) {
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this.options.enabled = false;
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this.physicsEnabled = false;
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this.stopSimulation();
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}
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else {
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this.physicsEnabled = true;
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util.selectiveNotDeepExtend(['stabilization'], this.options, options);
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util.mergeOptions(this.options, options, 'stabilization')
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if (options.enabled === undefined) {
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this.options.enabled = true;
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}
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if (this.options.enabled === false) {
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this.physicsEnabled = false;
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this.stopSimulation();
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}
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}
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}
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this.init();
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}
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init() {
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var options;
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if (this.options.solver === 'forceAtlas2Based') {
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options = this.options.forceAtlas2Based;
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this.nodesSolver = new ForceAtlas2BasedRepulsionSolver(this.body, this.physicsBody, options);
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this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
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this.gravitySolver = new ForceAtlas2BasedCentralGravitySolver(this.body, this.physicsBody, options);
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}
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else if (this.options.solver === 'repulsion') {
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options = this.options.repulsion;
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this.nodesSolver = new Repulsion(this.body, this.physicsBody, options);
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this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
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this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
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}
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else if (this.options.solver === 'hierarchicalRepulsion') {
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options = this.options.hierarchicalRepulsion;
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this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options);
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this.edgesSolver = new HierarchicalSpringSolver(this.body, this.physicsBody, options);
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this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
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}
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else { // barnesHut
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options = this.options.barnesHut;
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this.nodesSolver = new BarnesHutSolver(this.body, this.physicsBody, options);
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this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
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this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
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}
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this.modelOptions = options;
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}
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initPhysics() {
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if (this.physicsEnabled === true && this.options.enabled === true) {
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if (this.options.stabilization.enabled === true) {
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this.stabilize();
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}
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else {
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this.stabilized = false;
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this.ready = true;
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this.body.emitter.emit('fit', {}, true);
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this.startSimulation();
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}
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}
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else {
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this.ready = true;
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this.body.emitter.emit('fit');
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}
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}
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/**
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* Start the simulation
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*/
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startSimulation() {
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if (this.physicsEnabled === true && this.options.enabled === true) {
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this.stabilized = false;
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// this sets the width of all nodes initially which could be required for the avoidOverlap
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this.body.emitter.emit("_resizeNodes");
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if (this.viewFunction === undefined) {
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this.viewFunction = this.simulationStep.bind(this);
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this.body.emitter.on('initRedraw', this.viewFunction);
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this.body.emitter.emit('_startRendering');
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}
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}
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else {
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this.body.emitter.emit('_redraw');
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}
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}
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/**
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* Stop the simulation, force stabilization.
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*/
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stopSimulation(emit = true) {
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this.stabilized = true;
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if (emit === true) {
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this._emitStabilized();
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}
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if (this.viewFunction !== undefined) {
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this.body.emitter.off('initRedraw', this.viewFunction);
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this.viewFunction = undefined;
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if (emit === true) {
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this.body.emitter.emit('_stopRendering');
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}
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}
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}
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/**
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* The viewFunction inserts this step into each renderloop. It calls the physics tick and handles the cleanup at stabilized.
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*
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*/
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simulationStep() {
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// check if the physics have settled
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var startTime = Date.now();
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this.physicsTick();
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var physicsTime = Date.now() - startTime;
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// run double speed if it is a little graph
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if ((physicsTime < 0.4 * this.simulationInterval || this.runDoubleSpeed === true) && this.stabilized === false) {
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this.physicsTick();
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// this makes sure there is no jitter. The decision is taken once to run it at double speed.
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this.runDoubleSpeed = true;
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}
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if (this.stabilized === true) {
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if (this.stabilizationIterations > 1) {
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// trigger the 'stabilized' event.
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// The event is triggered on the next tick, to prevent the case that
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// it is fired while initializing the Network, in which case you would not
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// be able to catch it
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this.startedStabilization = false;
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//this._emitStabilized();
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}
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this.stopSimulation();
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}
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}
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_emitStabilized() {
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if (this.stabilizationIterations > 1 || this.initialStabilizationEmitted === false) {
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this.initialStabilizationEmitted = true;
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setTimeout(() => {
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this.body.emitter.emit('stabilized', {iterations: this.stabilizationIterations});
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this.stabilizationIterations = 0;
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}, 0);
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}
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}
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/**
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* A single simulation step (or 'tick') in the physics simulation
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*
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* @private
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*/
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physicsTick() {
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if (this.stabilized === false) {
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this.calculateForces();
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this.stabilized = this.moveNodes();
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// determine if the network has stabilzied
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if (this.stabilized === true) {
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this.revert();
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}
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else {
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// this is here to ensure that there is no start event when the network is already stable.
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if (this.startedStabilization === false) {
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this.body.emitter.emit('startStabilizing');
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this.startedStabilization = true;
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}
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}
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this.stabilizationIterations++;
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}
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}
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/**
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* 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.
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*
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* @private
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*/
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updatePhysicsData() {
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this.physicsBody.forces = {};
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this.physicsBody.physicsNodeIndices = [];
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this.physicsBody.physicsEdgeIndices = [];
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let nodes = this.body.nodes;
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let edges = this.body.edges;
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// get node indices for physics
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for (let nodeId in nodes) {
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if (nodes.hasOwnProperty(nodeId)) {
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if (nodes[nodeId].options.physics === true) {
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this.physicsBody.physicsNodeIndices.push(nodeId);
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}
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}
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}
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// get edge indices for physics
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for (let edgeId in edges) {
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if (edges.hasOwnProperty(edgeId)) {
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if (edges[edgeId].options.physics === true) {
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this.physicsBody.physicsEdgeIndices.push(edgeId);
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}
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}
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}
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// get the velocity and the forces vector
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for (let i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
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let nodeId = this.physicsBody.physicsNodeIndices[i];
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this.physicsBody.forces[nodeId] = {x:0,y:0};
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// forces can be reset because they are recalculated. Velocities have to persist.
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if (this.physicsBody.velocities[nodeId] === undefined) {
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this.physicsBody.velocities[nodeId] = {x:0,y:0};
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}
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}
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// clean deleted nodes from the velocity vector
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for (let nodeId in this.physicsBody.velocities) {
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if (nodes[nodeId] === undefined) {
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delete this.physicsBody.velocities[nodeId];
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}
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}
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}
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/**
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* Revert the simulation one step. This is done so after stabilization, every new start of the simulation will also say stabilized.
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*/
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revert() {
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var nodeIds = Object.keys(this.previousStates);
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var nodes = this.body.nodes;
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var velocities = this.physicsBody.velocities;
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for (let i = 0; i < nodeIds.length; i++) {
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let nodeId = nodeIds[i];
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if (nodes[nodeId] !== undefined) {
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if (nodes[nodeId].options.physics === true) {
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velocities[nodeId].x = this.previousStates[nodeId].vx;
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velocities[nodeId].y = this.previousStates[nodeId].vy;
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nodes[nodeId].x = this.previousStates[nodeId].x;
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nodes[nodeId].y = this.previousStates[nodeId].y;
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}
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}
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else {
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delete this.previousStates[nodeId];
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}
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}
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}
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/**
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* move the nodes one timestap and check if they are stabilized
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* @returns {boolean}
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*/
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moveNodes() {
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var nodesPresent = false;
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var nodeIndices = this.physicsBody.physicsNodeIndices;
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var maxVelocity = this.options.maxVelocity ? this.options.maxVelocity : 1e9;
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var stabilized = true;
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var vminCorrected = this.options.minVelocity / Math.max(this.body.view.scale,0.05);
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for (let i = 0; i < nodeIndices.length; i++) {
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let nodeId = nodeIndices[i];
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let nodeVelocity = this._performStep(nodeId, maxVelocity);
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// stabilized is true if stabilized is true and velocity is smaller than vmin --> all nodes must be stabilized
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stabilized = nodeVelocity < vminCorrected && stabilized === true;
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nodesPresent = true;
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}
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if (nodesPresent === true) {
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if (vminCorrected > 0.5*this.options.maxVelocity) {
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return false;
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}
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else {
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return stabilized;
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}
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}
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return true;
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}
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/**
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* Perform the actual step
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*
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* @param nodeId
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* @param maxVelocity
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* @returns {number}
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* @private
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*/
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_performStep(nodeId,maxVelocity) {
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var node = this.body.nodes[nodeId];
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var timestep = this.options.timestep;
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var forces = this.physicsBody.forces;
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var velocities = this.physicsBody.velocities;
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// store the state so we can revert
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this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
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if (node.options.fixed.x === false) {
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let dx = this.modelOptions.damping * velocities[nodeId].x; // damping force
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let ax = (forces[nodeId].x - dx) / node.options.mass; // acceleration
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velocities[nodeId].x += ax * timestep; // velocity
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velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
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node.x += velocities[nodeId].x * timestep; // position
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}
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else {
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forces[nodeId].x = 0;
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velocities[nodeId].x = 0;
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}
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if (node.options.fixed.y === false) {
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let dy = this.modelOptions.damping * velocities[nodeId].y; // damping force
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let ay = (forces[nodeId].y - dy) / node.options.mass; // acceleration
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velocities[nodeId].y += ay * timestep; // velocity
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velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
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node.y += velocities[nodeId].y * timestep; // position
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}
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else {
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forces[nodeId].y = 0;
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velocities[nodeId].y = 0;
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}
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var totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
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return totalVelocity;
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}
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/**
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* calculate the forces for one physics iteration.
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*/
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calculateForces() {
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this.gravitySolver.solve();
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this.nodesSolver.solve();
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this.edgesSolver.solve();
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}
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/**
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* When initializing and stabilizing, we can freeze nodes with a predefined position. This greatly speeds up stabilization
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* because only the supportnodes for the smoothCurves have to settle.
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*
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* @private
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*/
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_freezeNodes() {
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var nodes = this.body.nodes;
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for (var id in nodes) {
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if (nodes.hasOwnProperty(id)) {
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if (nodes[id].x && nodes[id].y) {
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this.freezeCache[id] = {x:nodes[id].options.fixed.x,y:nodes[id].options.fixed.y};
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nodes[id].options.fixed.x = true;
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nodes[id].options.fixed.y = true;
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}
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}
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}
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}
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/**
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* Unfreezes the nodes that have been frozen by _freezeDefinedNodes.
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*
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* @private
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*/
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_restoreFrozenNodes() {
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var nodes = this.body.nodes;
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for (var id in nodes) {
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if (nodes.hasOwnProperty(id)) {
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if (this.freezeCache[id] !== undefined) {
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nodes[id].options.fixed.x = this.freezeCache[id].x;
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nodes[id].options.fixed.y = this.freezeCache[id].y;
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}
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}
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}
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this.freezeCache = {};
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}
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/**
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* Find a stable position for all nodes
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* @private
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*/
|
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stabilize(iterations = this.options.stabilization.iterations) {
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if (typeof iterations !== 'number') {
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console.log('The stabilize method needs a numeric amount of iterations. Switching to default: ', this.options.stabilization.iterations);
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iterations = this.options.stabilization.iterations;
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}
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if (this.physicsBody.physicsNodeIndices.length === 0) {
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this.ready = true;
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return;
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}
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// this sets the width of all nodes initially which could be required for the avoidOverlap
|
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this.body.emitter.emit("_resizeNodes");
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|
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// stop the render loop
|
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this.stopSimulation();
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|
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// set stabilze to false
|
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this.stabilized = false;
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|
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// block redraw requests
|
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this.body.emitter.emit('_blockRedraw');
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this.targetIterations = iterations;
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|
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// start the stabilization
|
|
if (this.options.stabilization.onlyDynamicEdges === true) {
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this._freezeNodes();
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}
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this.stabilizationIterations = 0;
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setTimeout(() => this._stabilizationBatch(),0);
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}
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_stabilizationBatch() {
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var count = 0;
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while (this.stabilized === false && count < this.options.stabilization.updateInterval && this.stabilizationIterations < this.targetIterations) {
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this.physicsTick();
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this.stabilizationIterations++;
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count++;
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}
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if (this.stabilized === false && this.stabilizationIterations < this.targetIterations) {
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this.body.emitter.emit('stabilizationProgress', {iterations: this.stabilizationIterations, total: this.targetIterations});
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setTimeout(this._stabilizationBatch.bind(this),0);
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}
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else {
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this._finalizeStabilization();
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}
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}
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_finalizeStabilization() {
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this.body.emitter.emit('_allowRedraw');
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if (this.options.stabilization.fit === true) {
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this.body.emitter.emit('fit');
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}
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if (this.options.stabilization.onlyDynamicEdges === true) {
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this._restoreFrozenNodes();
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}
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this.body.emitter.emit('stabilizationIterationsDone');
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this.body.emitter.emit('_requestRedraw');
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if (this.stabilized === true) {
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this._emitStabilized();
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}
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else {
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this.startSimulation();
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}
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this.ready = true;
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}
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}
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export default PhysicsEngine;
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