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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class PhysicsWorker {
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constructor(postMessage) {
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this.body = {
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nodes: {},
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edges: {}
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};
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this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
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this.postMessage = postMessage;
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this.options = {};
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this.stabilized = false;
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this.previousStates = {};
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this.positions = {};
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this.timestep = 0.5;
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this.toRemove = {
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nodeIds: [],
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edgeIds: []
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};
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}
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handleMessage(event) {
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var msg = event.data;
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switch (msg.type) {
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case 'physicsTick':
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this.physicsTick();
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break;
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case 'updatePositions':
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let updatedNode = this.body.nodes[msg.data.id];
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if (updatedNode) {
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updatedNode.x = msg.data.x;
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updatedNode.y = msg.data.y;
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this.physicsBody.forces[updatedNode.id] = {x: 0, y: 0};
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this.physicsBody.velocities[updatedNode.id] = {x: 0, y: 0};
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}
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break;
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case 'updateProperties':
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this.updateProperties(msg.data);
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break;
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case 'addElements':
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this.addElements(msg.data);
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break;
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case 'removeElements':
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// schedule removal of elements on the next physicsTick
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// avoids having to defensively check every node read in each physics implementation
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this.toRemove.nodeIds.push.apply(this.toRemove.nodeIds, msg.data.nodeIds);
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this.toRemove.edgeIds.push.apply(this.toRemove.edgeIds, msg.data.edgeIds);
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break;
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case 'initPhysicsData':
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this.initPhysicsData(msg.data);
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break;
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case 'options':
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this.options = msg.data;
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this.timestep = this.options.timestep;
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this.init();
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break;
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default:
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console.warn('unknown message from PhysicsEngine', msg);
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}
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}
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/**
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* configure the engine.
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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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physicsTick() {
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this.processRemovals();
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this.calculateForces();
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this.moveNodes();
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for (let i = 0; i < this.toRemove.nodeIds.length; i++) {
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delete this.positions[this.toRemove.nodeIds[i]];
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}
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this.postMessage({
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type: 'positions',
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data: {
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positions: this.positions,
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stabilized: this.stabilized
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}
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});
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}
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updateProperties(data) {
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if (data.type === 'node') {
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let optionsNode = this.body.nodes[data.id];
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if (optionsNode) {
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let opts = data.options;
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if (opts.fixed) {
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if (opts.fixed.x !== undefined) {
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optionsNode.options.fixed.x = opts.fixed.x;
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}
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if (opts.fixed.y !== undefined) {
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optionsNode.options.fixed.y = opts.fixed.y;
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}
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}
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if (opts.mass !== undefined) {
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optionsNode.options.mass = opts.mass;
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}
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} else {
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console.warn('sending properties to unknown node', data.id, data.options);
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}
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} else if (data.type === 'edge') {
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let edge = this.body.edges[data.id];
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if (edge) {
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let opts = data.options;
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if (opts.connected) {
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edge.connected = opts.connected;
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}
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} else {
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console.warn('sending properties to unknown edge', data.id, data.options);
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}
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} else {
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console.warn('sending properties to unknown element', data.id, data.options);
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}
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}
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addElements(data, replaceElements = true) {
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let nodeIds = Object.keys(data.nodes);
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for (let i = 0; i < nodeIds.length; i++) {
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let nodeId = nodeIds[i];
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let newNode = data.nodes[nodeId];
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if (replaceElements) {
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this.body.nodes[nodeId] = newNode;
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}
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this.positions[nodeId] = {
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x: newNode.x,
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y: newNode.y
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};
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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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if (this.physicsBody.physicsNodeIndices.indexOf(nodeId) === -1) {
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this.physicsBody.physicsNodeIndices.push(nodeId);
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}
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}
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let edgeIds = Object.keys(data.edges);
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for (let i = 0; i < edgeIds.length; i++) {
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let edgeId = edgeIds[i];
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if (replaceElements) {
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this.body.edges[edgeId] = data.edges[edgeId];
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}
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if (this.physicsBody.physicsEdgeIndices.indexOf(edgeId) === -1) {
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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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processRemovals() {
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while (this.toRemove.nodeIds.length > 0) {
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let nodeId = this.toRemove.nodeIds.pop();
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let index = this.physicsBody.physicsNodeIndices.indexOf(nodeId);
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if (index > -1) {
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this.physicsBody.physicsNodeIndices.splice(index,1);
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}
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delete this.physicsBody.forces[nodeId];
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delete this.physicsBody.velocities[nodeId];
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delete this.positions[nodeId];
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delete this.body.nodes[nodeId];
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}
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while (this.toRemove.edgeIds.length > 0) {
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let edgeId = this.toRemove.edgeIds.pop();
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let index = this.physicsBody.physicsEdgeIndices.indexOf(edgeId);
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if (index > -1) {
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this.physicsBody.physicsEdgeIndices.splice(index,1);
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}
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delete this.body.edges[edgeId];
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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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initPhysicsData(data) {
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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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this.positions = {};
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this.body.nodes = data.nodes;
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this.body.edges = data.edges;
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this.addElements(data, false);
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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 (this.body.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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* 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 nodeIndices = this.physicsBody.physicsNodeIndices;
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var maxVelocity = this.options.maxVelocity ? this.options.maxVelocity : 1e9;
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var maxNodeVelocity = 0;
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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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maxNodeVelocity = Math.max(maxNodeVelocity,nodeVelocity);
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}
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// evaluating the stabilized and adaptiveTimestepEnabled conditions
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this.stabilized = maxNodeVelocity < this.options.minVelocity;
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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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let node = this.body.nodes[nodeId];
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let timestep = this.timestep;
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let forces = this.physicsBody.forces;
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let 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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this.positions[nodeId].x = node.x;
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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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this.positions[nodeId].y = node.y;
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let 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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export default PhysicsWorker;
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