/**
							 | 
						|
								 * Created by Alex on 2/23/2015.
							 | 
						|
								 */
							 | 
						|
								
							 | 
						|
								import BarnesHutSolver from "./components/physics/BarnesHutSolver";
							 | 
						|
								import Repulsion from "./components/physics/RepulsionSolver";
							 | 
						|
								import HierarchicalRepulsion from "./components/physics/HierarchicalRepulsionSolver";
							 | 
						|
								import SpringSolver from "./components/physics/SpringSolver";
							 | 
						|
								import HierarchicalSpringSolver from "./components/physics/HierarchicalSpringSolver";
							 | 
						|
								import CentralGravitySolver from "./components/physics/CentralGravitySolver";
							 | 
						|
								
							 | 
						|
								var util = require('../../util');
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								class PhysicsEngine {
							 | 
						|
								  constructor(body) {
							 | 
						|
								    this.body = body;
							 | 
						|
								    this.physicsBody = {physicsNodeIndices:[], physicsEdgeIndices:[], forces: {}, velocities: {}};
							 | 
						|
								
							 | 
						|
								    this.physicsEnabled = true;
							 | 
						|
								    this.simulationInterval = 1000 / 60;
							 | 
						|
								    this.requiresTimeout = true;
							 | 
						|
								    this.previousStates = {};
							 | 
						|
								    this.freezeCache = {};
							 | 
						|
								    this.renderTimer == undefined;
							 | 
						|
								
							 | 
						|
								    this.stabilized = false;
							 | 
						|
								    this.stabilizationIterations = 0;
							 | 
						|
								    this.ready = false; // will be set to true if the stabilize
							 | 
						|
								
							 | 
						|
								    // default options
							 | 
						|
								    this.options = {};
							 | 
						|
								    this.defaultOptions = {
							 | 
						|
								      barnesHut: {
							 | 
						|
								        thetaInverted: 1 / 0.5, // inverted to save time during calculation
							 | 
						|
								        gravitationalConstant: -2000,
							 | 
						|
								        centralGravity: 0.3,
							 | 
						|
								        springLength: 95,
							 | 
						|
								        springConstant: 0.04,
							 | 
						|
								        damping: 0.09
							 | 
						|
								      },
							 | 
						|
								      repulsion: {
							 | 
						|
								        centralGravity: 0.0,
							 | 
						|
								        springLength: 200,
							 | 
						|
								        springConstant: 0.05,
							 | 
						|
								        nodeDistance: 100,
							 | 
						|
								        damping: 0.09
							 | 
						|
								      },
							 | 
						|
								      hierarchicalRepulsion: {
							 | 
						|
								        centralGravity: 0.0,
							 | 
						|
								        springLength: 100,
							 | 
						|
								        springConstant: 0.01,
							 | 
						|
								        nodeDistance: 120,
							 | 
						|
								        damping: 0.09
							 | 
						|
								      },
							 | 
						|
								      solver: 'BarnesHut',
							 | 
						|
								      timestep: 0.5,
							 | 
						|
								      maxVelocity: 50,
							 | 
						|
								      minVelocity: 0.1,    // px/s
							 | 
						|
								      stabilization: {
							 | 
						|
								        enabled: true,
							 | 
						|
								        iterations: 1000,   // maximum number of iteration to stabilize
							 | 
						|
								        updateInterval: 100,
							 | 
						|
								        onlyDynamicEdges: false,
							 | 
						|
								        zoomExtent: true
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    util.extend(this.options, this.defaultOptions);
							 | 
						|
								
							 | 
						|
								    this.body.emitter.on("initPhysics",     () => {this.initPhysics();});
							 | 
						|
								    this.body.emitter.on("resetPhysics",    () => {this.stopSimulation(); this.ready = false;});
							 | 
						|
								    this.body.emitter.on("disablePhysics",  () => {this.physicsEnabled = false; this.stopSimulation();});
							 | 
						|
								    this.body.emitter.on("restorePhysics",  () => {
							 | 
						|
								      this.setOptions(this.options);
							 | 
						|
								      if (this.ready === true) {
							 | 
						|
								        this.stabilized = false;
							 | 
						|
								        this.runSimulation();
							 | 
						|
								      }
							 | 
						|
								    });
							 | 
						|
								    this.body.emitter.on("startSimulation", () => {
							 | 
						|
								      if (this.ready === true) {
							 | 
						|
								        this.stabilized = false;
							 | 
						|
								        this.runSimulation();
							 | 
						|
								      }
							 | 
						|
								    })
							 | 
						|
								    this.body.emitter.on("stopSimulation",  () => {this.stopSimulation();});
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  setOptions(options) {
							 | 
						|
								    if (options === false) {
							 | 
						|
								      this.physicsEnabled = false;
							 | 
						|
								      this.stopSimulation();
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      this.physicsEnabled = true;
							 | 
						|
								      if (options !== undefined) {
							 | 
						|
								        util.selectiveNotDeepExtend(['stabilization'],this.options, options);
							 | 
						|
								        util.mergeOptions(this.options, options, 'stabilization')
							 | 
						|
								      }
							 | 
						|
								      this.init();
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  init() {
							 | 
						|
								    var options;
							 | 
						|
								    if (this.options.solver == "repulsion") {
							 | 
						|
								      options = this.options.repulsion;
							 | 
						|
								      this.nodesSolver = new Repulsion(this.body, this.physicsBody, options);
							 | 
						|
								      this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
							 | 
						|
								    }
							 | 
						|
								    else if (this.options.solver == "hierarchicalRepulsion") {
							 | 
						|
								      options = this.options.hierarchicalRepulsion;
							 | 
						|
								      this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options);
							 | 
						|
								      this.edgesSolver = new HierarchicalSpringSolver(this.body, this.physicsBody, options);
							 | 
						|
								    }
							 | 
						|
								    else { // barnesHut
							 | 
						|
								      options = this.options.barnesHut;
							 | 
						|
								      this.nodesSolver = new BarnesHutSolver(this.body, this.physicsBody, options);
							 | 
						|
								      this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
							 | 
						|
								    this.modelOptions = options;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  initPhysics() {
							 | 
						|
								    if (this.physicsEnabled === true) {
							 | 
						|
								      this.stabilized = false;
							 | 
						|
								      if (this.options.stabilization.enabled === true) {
							 | 
						|
								        this.stabilize();
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        this.ready = true;
							 | 
						|
								        this.body.emitter.emit("zoomExtent", {duration: 0}, true)
							 | 
						|
								        this.runSimulation();
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      this.ready = true;
							 | 
						|
								      this.body.emitter.emit("_redraw");
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  stopSimulation() {
							 | 
						|
								    this.stabilized = true;
							 | 
						|
								    if (this.viewFunction !== undefined) {
							 | 
						|
								      this.body.emitter.off("initRedraw", this.viewFunction);
							 | 
						|
								      this.viewFunction = undefined;
							 | 
						|
								      this.body.emitter.emit("_stopRendering");
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  runSimulation() {
							 | 
						|
								    if (this.physicsEnabled === true) {
							 | 
						|
								      if (this.viewFunction === undefined) {
							 | 
						|
								        this.viewFunction = this.simulationStep.bind(this);
							 | 
						|
								        this.body.emitter.on("initRedraw", this.viewFunction);
							 | 
						|
								        this.body.emitter.emit("_startRendering");
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      this.body.emitter.emit("_redraw");
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  simulationStep() {
							 | 
						|
								    // check if the physics have settled
							 | 
						|
								    var startTime = Date.now();
							 | 
						|
								    this.physicsTick();
							 | 
						|
								    var physicsTime = Date.now() - startTime;
							 | 
						|
								
							 | 
						|
								    // run double speed if it is a little graph
							 | 
						|
								    if ((physicsTime < 0.4 * this.simulationInterval || this.runDoubleSpeed == true) && this.stabilized === false) {
							 | 
						|
								      this.physicsTick();
							 | 
						|
								
							 | 
						|
								      // this makes sure there is no jitter. The decision is taken once to run it at double speed.
							 | 
						|
								      this.runDoubleSpeed = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (this.stabilized === true) {
							 | 
						|
								      if (this.stabilizationIterations > 1) {
							 | 
						|
								        // trigger the "stabilized" event.
							 | 
						|
								        // The event is triggered on the next tick, to prevent the case that
							 | 
						|
								        // it is fired while initializing the Network, in which case you would not
							 | 
						|
								        // be able to catch it
							 | 
						|
								        var me = this;
							 | 
						|
								        var params = {
							 | 
						|
								          iterations: this.stabilizationIterations
							 | 
						|
								        };
							 | 
						|
								        this.stabilizationIterations = 0;
							 | 
						|
								        this.startedStabilization = false;
							 | 
						|
								        setTimeout(function () {
							 | 
						|
								          me.body.emitter.emit("stabilized", params);
							 | 
						|
								        }, 0);
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        this.stabilizationIterations = 0;
							 | 
						|
								      }
							 | 
						|
								      this.stopSimulation();
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * A single simulation step (or "tick") in the physics simulation
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  physicsTick() {
							 | 
						|
								    if (this.stabilized === false) {
							 | 
						|
								      this.calculateForces();
							 | 
						|
								      this.stabilized = this.moveNodes();
							 | 
						|
								
							 | 
						|
								      // determine if the network has stabilzied
							 | 
						|
								      if (this.stabilized === true) {
							 | 
						|
								        this.revert();
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        // this is here to ensure that there is no start event when the network is already stable.
							 | 
						|
								        if (this.startedStabilization == false) {
							 | 
						|
								          this.body.emitter.emit("startStabilizing");
							 | 
						|
								          this.startedStabilization = true;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      this.stabilizationIterations++;
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Smooth curves are created by adding invisible nodes in the center of the edges. These nodes are also
							 | 
						|
								   * handled in the calculateForces function. We then use a quadratic curve with the center node as control.
							 | 
						|
								   * This function joins the datanodes and invisible (called support) nodes into one object.
							 | 
						|
								   * We do this so we do not contaminate this.body.nodes with the support nodes.
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  updatePhysicsIndices() {
							 | 
						|
								    this.physicsBody.forces = {};
							 | 
						|
								    this.physicsBody.physicsNodeIndices = [];
							 | 
						|
								    this.physicsBody.physicsEdgeIndices = [];
							 | 
						|
								    let nodes = this.body.nodes;
							 | 
						|
								    let edges = this.body.edges;
							 | 
						|
								
							 | 
						|
								    // get node indices for physics
							 | 
						|
								    for (let nodeId in nodes) {
							 | 
						|
								      if (nodes.hasOwnProperty(nodeId)) {
							 | 
						|
								        if (nodes[nodeId].options.physics === true) {
							 | 
						|
								          this.physicsBody.physicsNodeIndices.push(nodeId);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // get edge indices for physics
							 | 
						|
								    for (let edgeId in edges) {
							 | 
						|
								      if (edges.hasOwnProperty(edgeId)) {
							 | 
						|
								        if (edges[edgeId].options.physics === true) {
							 | 
						|
								          this.physicsBody.physicsEdgeIndices.push(edgeId);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // get the velocity and the forces vector
							 | 
						|
								    for (let i = 0; i < this.physicsBody.physicsNodeIndices.length; i++) {
							 | 
						|
								      let nodeId = this.physicsBody.physicsNodeIndices[i];
							 | 
						|
								      this.physicsBody.forces[nodeId] = {x:0,y:0};
							 | 
						|
								
							 | 
						|
								      // forces can be reset because they are recalculated. Velocities have to persist.
							 | 
						|
								      if (this.physicsBody.velocities[nodeId] === undefined) {
							 | 
						|
								        this.physicsBody.velocities[nodeId] = {x:0,y:0};
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // clean deleted nodes from the velocity vector
							 | 
						|
								    for (let nodeId in this.physicsBody.velocities) {
							 | 
						|
								      if (nodes[nodeId] === undefined) {
							 | 
						|
								        delete this.physicsBody.velocities[nodeId];
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  revert() {
							 | 
						|
								    var nodeIds = Object.keys(this.previousStates);
							 | 
						|
								    var nodes = this.body.nodes;
							 | 
						|
								    var velocities = this.physicsBody.velocities;
							 | 
						|
								
							 | 
						|
								    for (let i = 0; i < nodeIds.length; i++) {
							 | 
						|
								      let nodeId = nodeIds[i];
							 | 
						|
								      if (nodes[nodeId] !== undefined) {
							 | 
						|
								        velocities[nodeId].x = this.previousStates[nodeId].vx;
							 | 
						|
								        velocities[nodeId].y = this.previousStates[nodeId].vy;
							 | 
						|
								        nodes[nodeId].x = this.previousStates[nodeId].x;
							 | 
						|
								        nodes[nodeId].y = this.previousStates[nodeId].y;
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        delete this.previousStates[nodeId];
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  moveNodes() {
							 | 
						|
								    var nodesPresent = false;
							 | 
						|
								    var nodeIndices = this.physicsBody.physicsNodeIndices;
							 | 
						|
								    var maxVelocity = this.options.maxVelocity === 0 ? 1e9 : this.options.maxVelocity;
							 | 
						|
								    var stabilized = true;
							 | 
						|
								    var vminCorrected = this.options.minVelocity / Math.max(this.body.view.scale,0.05);
							 | 
						|
								
							 | 
						|
								    for (let i = 0; i < nodeIndices.length; i++) {
							 | 
						|
								      let nodeId = nodeIndices[i];
							 | 
						|
								      let nodeVelocity = this._performStep(nodeId, maxVelocity);
							 | 
						|
								      // stabilized is true if stabilized is true and velocity is smaller than vmin --> all nodes must be stabilized
							 | 
						|
								      stabilized = nodeVelocity < vminCorrected && stabilized === true;
							 | 
						|
								      nodesPresent = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								    if (nodesPresent == true) {
							 | 
						|
								      if (vminCorrected > 0.5*this.options.maxVelocity) {
							 | 
						|
								        return false;
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        return stabilized;
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    return true;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  _performStep(nodeId,maxVelocity) {
							 | 
						|
								    var node = this.body.nodes[nodeId];
							 | 
						|
								    var timestep = this.options.timestep;
							 | 
						|
								    var forces = this.physicsBody.forces;
							 | 
						|
								    var velocities = this.physicsBody.velocities;
							 | 
						|
								
							 | 
						|
								    // store the state so we can revert
							 | 
						|
								    this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
							 | 
						|
								
							 | 
						|
								    if (node.options.fixed.x === false) {
							 | 
						|
								      let dx   = this.modelOptions.damping * velocities[nodeId].x;   // damping force
							 | 
						|
								      let ax   = (forces[nodeId].x - dx) / node.options.mass;        // acceleration
							 | 
						|
								      velocities[nodeId].x += ax * timestep;                         // velocity
							 | 
						|
								      velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
							 | 
						|
								      node.x  += velocities[nodeId].x * timestep;                    // position
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      forces[nodeId].x = 0;
							 | 
						|
								      velocities[nodeId].x = 0;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (node.options.fixed.y === false) {
							 | 
						|
								      let dy   = this.modelOptions.damping * velocities[nodeId].y;    // damping force
							 | 
						|
								      let ay   = (forces[nodeId].y - dy) / node.options.mass;         // acceleration
							 | 
						|
								      velocities[nodeId].y += ay * timestep;                          // velocity
							 | 
						|
								      velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
							 | 
						|
								      node.y  += velocities[nodeId].y * timestep;                     // position
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      forces[nodeId].y = 0;
							 | 
						|
								      velocities[nodeId].y = 0;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    var totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
							 | 
						|
								    return totalVelocity;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  calculateForces() {
							 | 
						|
								    this.gravitySolver.solve();
							 | 
						|
								    this.nodesSolver.solve();
							 | 
						|
								    this.edgesSolver.solve();
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * When initializing and stabilizing, we can freeze nodes with a predefined position. This greatly speeds up stabilization
							 | 
						|
								   * because only the supportnodes for the smoothCurves have to settle.
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _freezeNodes() {
							 | 
						|
								    var nodes = this.body.nodes;
							 | 
						|
								    for (var id in nodes) {
							 | 
						|
								      if (nodes.hasOwnProperty(id)) {
							 | 
						|
								        if (nodes[id].x && nodes[id].y) {
							 | 
						|
								          this.freezeCache[id] = {x:nodes[id].options.fixed.x,y:nodes[id].options.fixed.y};
							 | 
						|
								          nodes[id].options.fixed.x = true;
							 | 
						|
								          nodes[id].options.fixed.y = true;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Unfreezes the nodes that have been frozen by _freezeDefinedNodes.
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _restoreFrozenNodes() {
							 | 
						|
								    var nodes = this.body.nodes;
							 | 
						|
								    for (var id in nodes) {
							 | 
						|
								      if (nodes.hasOwnProperty(id)) {
							 | 
						|
								        if (this.freezeCache[id] !== undefined) {
							 | 
						|
								          nodes[id].options.fixed.x = this.freezeCache[id].x;
							 | 
						|
								          nodes[id].options.fixed.y = this.freezeCache[id].y;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    this.freezeCache = {};
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Find a stable position for all nodes
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  stabilize() {
							 | 
						|
								    if (this.options.stabilization.onlyDynamicEdges == true) {
							 | 
						|
								      this._freezeNodes();
							 | 
						|
								    }
							 | 
						|
								    this.stabilizationSteps = 0;
							 | 
						|
								  
							 | 
						|
								    setTimeout(this._stabilizationBatch.bind(this),0);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  _stabilizationBatch() {
							 | 
						|
								    var count = 0;
							 | 
						|
								    while (this.stabilized == false && count < this.options.stabilization.updateInterval && this.stabilizationSteps < this.options.stabilization.iterations) {
							 | 
						|
								      this.physicsTick();
							 | 
						|
								      this.stabilizationSteps++;
							 | 
						|
								      count++;
							 | 
						|
								    }
							 | 
						|
								  
							 | 
						|
								    if (this.stabilized == false && this.stabilizationSteps < this.options.stabilization.iterations) {
							 | 
						|
								      this.body.emitter.emit("stabilizationProgress", {steps: this.stabilizationSteps, total: this.options.stabilization.iterations});
							 | 
						|
								      setTimeout(this._stabilizationBatch.bind(this),0);
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      this._finalizeStabilization();
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  _finalizeStabilization() {
							 | 
						|
								    if (this.options.stabilization.zoomExtent == true) {
							 | 
						|
								      this.body.emitter.emit("zoomExtent", {duration:0});
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (this.options.stabilization.onlyDynamicEdges == true) {
							 | 
						|
								      this._restoreFrozenNodes();
							 | 
						|
								    }
							 | 
						|
								    
							 | 
						|
								    this.body.emitter.emit("stabilizationIterationsDone");
							 | 
						|
								    this.body.emitter.emit("_requestRedraw");
							 | 
						|
								    this.ready = true;
							 | 
						|
								  }
							 | 
						|
								  
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								export default PhysicsEngine;
							 |