'use strict';
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/**
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* There's a mix-up with terms in the code. Following are the formal definitions:
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*
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* tree - a strict hierarchical network, i.e. every node has at most one parent
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* forest - a collection of trees. These distinct trees are thus not connected.
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*
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* So:
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* - in a network that is not a tree, there exist nodes with multiple parents.
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* - a network consisting of unconnected sub-networks, of which at least one
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* is not a tree, is not a forest.
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*
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* In the code, the definitions are:
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*
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* tree - any disconnected sub-network, strict hierarchical or not.
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* forest - a bunch of these sub-networks
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*
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* The difference between tree and not-tree is important in the code, notably within
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* to the block-shifting algorithm. The algorithm assumes formal trees and fails
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* for not-trees, often in a spectacular manner (search for 'exploding network' in the issues).
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*
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* In order to distinguish the definitions in the following code, the adjective 'formal' is
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* used. If 'formal' is absent, you must assume the non-formal definition.
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*
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* ----------------------------------------------------------------------------------
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* NOTES
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* =====
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*
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* A hierarchical layout is a different thing from a hierarchical network.
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* The layout is a way to arrange the nodes in the view; this can be done
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* on non-hierarchical networks as well. The converse is also possible.
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*/
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let util = require('../../util');
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var NetworkUtil = require('../NetworkUtil').default;
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var {HorizontalStrategy, VerticalStrategy} = require('./components/DirectionStrategy.js');
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/**
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* Container for derived data on current network, relating to hierarchy.
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*
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* @private
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*/
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class HierarchicalStatus {
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/**
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* @ignore
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*/
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constructor() {
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this.childrenReference = {}; // child id's per node id
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this.parentReference = {}; // parent id's per node id
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this.trees = {}; // tree id per node id; i.e. to which tree does given node id belong
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this.distributionOrdering = {}; // The nodes per level, in the display order
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this.levels = {}; // hierarchy level per node id
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this.distributionIndex = {}; // The position of the node in the level sorting order, per node id.
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this.isTree = false; // True if current network is a formal tree
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this.treeIndex = -1; // Highest tree id in current network.
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}
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/**
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* Add the relation between given nodes to the current state.
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*
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* @param {Node.id} parentNodeId
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* @param {Node.id} childNodeId
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*/
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addRelation(parentNodeId, childNodeId) {
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if (this.childrenReference[parentNodeId] === undefined) {
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this.childrenReference[parentNodeId] = [];
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}
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this.childrenReference[parentNodeId].push(childNodeId);
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if (this.parentReference[childNodeId] === undefined) {
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this.parentReference[childNodeId] = [];
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}
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this.parentReference[childNodeId].push(parentNodeId);
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}
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/**
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* Check if the current state is for a formal tree or formal forest.
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*
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* This is the case if every node has at most one parent.
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*
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* Pre: parentReference init'ed properly for current network
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*/
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checkIfTree() {
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for (let i in this.parentReference) {
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if (this.parentReference[i].length > 1) {
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this.isTree = false;
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return;
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}
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}
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this.isTree = true;
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}
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/**
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* Return the number of separate trees in the current network.
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* @returns {number}
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*/
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numTrees() {
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return (this.treeIndex + 1); // This assumes the indexes are assigned consecitively
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}
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/**
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* Assign a tree id to a node
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* @param {Node} node
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* @param {string|number} treeId
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*/
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setTreeIndex(node, treeId) {
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if (treeId === undefined) return; // Don't bother
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if (this.trees[node.id] === undefined) {
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this.trees[node.id] = treeId;
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this.treeIndex = Math.max(treeId, this.treeIndex);
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}
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}
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/**
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* Ensure level for given id is defined.
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*
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* Sets level to zero for given node id if not already present
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*
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* @param {Node.id} nodeId
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*/
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ensureLevel(nodeId) {
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if (this.levels[nodeId] === undefined) {
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this.levels[nodeId] = 0;
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}
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}
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/**
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* get the maximum level of a branch.
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*
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* TODO: Never entered; find a test case to test this!
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* @param {Node.id} nodeId
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* @returns {number}
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*/
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getMaxLevel(nodeId) {
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let accumulator = {};
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let _getMaxLevel = (nodeId) => {
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if (accumulator[nodeId] !== undefined) {
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return accumulator[nodeId];
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}
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let level = this.levels[nodeId];
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if (this.childrenReference[nodeId]) {
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let children = this.childrenReference[nodeId];
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if (children.length > 0) {
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for (let i = 0; i < children.length; i++) {
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level = Math.max(level,_getMaxLevel(children[i]));
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}
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}
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}
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accumulator[nodeId] = level;
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return level;
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};
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return _getMaxLevel(nodeId);
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}
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/**
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*
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* @param {Node} nodeA
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* @param {Node} nodeB
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*/
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levelDownstream(nodeA, nodeB) {
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if (this.levels[nodeB.id] === undefined) {
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// set initial level
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if (this.levels[nodeA.id] === undefined) {
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this.levels[nodeA.id] = 0;
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}
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// set level
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this.levels[nodeB.id] = this.levels[nodeA.id] + 1;
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}
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}
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/**
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* Small util method to set the minimum levels of the nodes to zero.
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*
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* @param {Array.<Node>} nodes
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*/
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setMinLevelToZero(nodes) {
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let minLevel = 1e9;
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// get the minimum level
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for (let nodeId in nodes) {
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if (nodes.hasOwnProperty(nodeId)) {
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if (this.levels[nodeId] !== undefined) {
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minLevel = Math.min(this.levels[nodeId], minLevel);
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}
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}
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}
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// subtract the minimum from the set so we have a range starting from 0
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for (let nodeId in nodes) {
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if (nodes.hasOwnProperty(nodeId)) {
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if (this.levels[nodeId] !== undefined) {
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this.levels[nodeId] -= minLevel;
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}
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}
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}
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}
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/**
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* Get the min and max xy-coordinates of a given tree
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*
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* @param {Array.<Node>} nodes
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* @param {number} index
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* @returns {{min_x: number, max_x: number, min_y: number, max_y: number}}
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*/
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getTreeSize(nodes, index) {
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let min_x = 1e9;
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let max_x = -1e9;
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let min_y = 1e9;
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let max_y = -1e9;
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for (let nodeId in this.trees) {
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if (this.trees.hasOwnProperty(nodeId)) {
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if (this.trees[nodeId] === index) {
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let node = nodes[nodeId];
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min_x = Math.min(node.x, min_x);
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max_x = Math.max(node.x, max_x);
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min_y = Math.min(node.y, min_y);
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max_y = Math.max(node.y, max_y);
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}
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}
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}
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return {
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min_x: min_x,
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max_x: max_x,
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min_y: min_y,
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max_y: max_y
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};
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}
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/**
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* Check if two nodes have the same parent(s)
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*
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* @param {Node} node1
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* @param {Node} node2
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* @return {boolean} true if the two nodes have a same ancestor node, false otherwise
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*/
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hasSameParent(node1, node2) {
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let parents1 = this.parentReference[node1.id];
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let parents2 = this.parentReference[node2.id];
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if (parents1 === undefined || parents2 === undefined) {
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return false;
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}
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for (let i = 0; i < parents1.length; i++) {
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for (let j = 0; j < parents2.length; j++) {
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if (parents1[i] == parents2[j]) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Check if two nodes are in the same tree.
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*
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* @param {Node} node1
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* @param {Node} node2
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* @return {Boolean} true if this is so, false otherwise
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*/
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inSameSubNetwork(node1, node2) {
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return (this.trees[node1.id] === this.trees[node2.id]);
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}
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/**
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* Get a list of the distinct levels in the current network
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*
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* @returns {Array}
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*/
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getLevels() {
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return Object.keys(this.distributionOrdering);
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}
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/**
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* Add a node to the ordering per level
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*
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* @param {Node} node
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* @param {number} level
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*/
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addToOrdering(node, level) {
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if (this.distributionOrdering[level] === undefined) {
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this.distributionOrdering[level] = [];
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}
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var isPresent = false;
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var curLevel = this.distributionOrdering[level];
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for (var n in curLevel) {
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//if (curLevel[n].id === node.id) {
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if (curLevel[n] === node) {
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isPresent = true;
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break;
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}
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}
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if (!isPresent) {
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this.distributionOrdering[level].push(node);
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this.distributionIndex[node.id] = this.distributionOrdering[level].length - 1;
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}
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}
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}
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/**
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* The Layout Engine
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*/
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class LayoutEngine {
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/**
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* @param {Object} body
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*/
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constructor(body) {
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this.body = body;
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this.initialRandomSeed = Math.round(Math.random() * 1000000);
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this.randomSeed = this.initialRandomSeed;
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this.setPhysics = false;
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this.options = {};
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this.optionsBackup = {physics:{}};
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this.defaultOptions = {
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randomSeed: undefined,
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improvedLayout: true,
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hierarchical: {
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enabled:false,
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levelSeparation: 150,
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nodeSpacing: 100,
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treeSpacing: 200,
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blockShifting: true,
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edgeMinimization: true,
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parentCentralization: true,
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direction: 'UD', // UD, DU, LR, RL
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sortMethod: 'hubsize' // hubsize, directed
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}
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};
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util.extend(this.options, this.defaultOptions);
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this.bindEventListeners();
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}
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/**
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* Binds event listeners
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*/
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bindEventListeners() {
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this.body.emitter.on('_dataChanged', () => {
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this.setupHierarchicalLayout();
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});
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this.body.emitter.on('_dataLoaded', () => {
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this.layoutNetwork();
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});
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this.body.emitter.on('_resetHierarchicalLayout', () => {
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this.setupHierarchicalLayout();
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});
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this.body.emitter.on('_adjustEdgesForHierarchicalLayout', () => {
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if (this.options.hierarchical.enabled !== true) {
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return;
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}
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// get the type of static smooth curve in case it is required
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let type = this.direction.curveType();
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// force all edges into static smooth curves.
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this.body.emitter.emit('_forceDisableDynamicCurves', type, false);
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});
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}
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/**
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*
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* @param {Object} options
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* @param {Object} allOptions
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* @returns {Object}
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*/
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setOptions(options, allOptions) {
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if (options !== undefined) {
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let hierarchical = this.options.hierarchical;
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let prevHierarchicalState = hierarchical.enabled;
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util.selectiveDeepExtend(["randomSeed", "improvedLayout"],this.options, options);
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util.mergeOptions(this.options, options, 'hierarchical');
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if (options.randomSeed !== undefined) {this.initialRandomSeed = options.randomSeed;}
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if (hierarchical.enabled === true) {
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if (prevHierarchicalState === true) {
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// refresh the overridden options for nodes and edges.
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this.body.emitter.emit('refresh', true);
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}
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// make sure the level separation is the right way up
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if (hierarchical.direction === 'RL' || hierarchical.direction === 'DU') {
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if (hierarchical.levelSeparation > 0) {
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hierarchical.levelSeparation *= -1;
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}
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}
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else {
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if (hierarchical.levelSeparation < 0) {
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hierarchical.levelSeparation *= -1;
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}
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}
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this.setDirectionStrategy();
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this.body.emitter.emit('_resetHierarchicalLayout');
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// because the hierarchical system needs it's own physics and smooth curve settings,
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// we adapt the other options if needed.
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return this.adaptAllOptionsForHierarchicalLayout(allOptions);
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}
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else {
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if (prevHierarchicalState === true) {
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// refresh the overridden options for nodes and edges.
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this.body.emitter.emit('refresh');
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return util.deepExtend(allOptions,this.optionsBackup);
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}
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}
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}
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return allOptions;
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}
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/**
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*
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* @param {Object} allOptions
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* @returns {Object}
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*/
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adaptAllOptionsForHierarchicalLayout(allOptions) {
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if (this.options.hierarchical.enabled === true) {
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let backupPhysics = this.optionsBackup.physics;
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// set the physics
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if (allOptions.physics === undefined || allOptions.physics === true) {
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allOptions.physics = {
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enabled: backupPhysics.enabled === undefined ? true : backupPhysics.enabled,
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solver :'hierarchicalRepulsion'
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};
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backupPhysics.enabled = backupPhysics.enabled === undefined ? true : backupPhysics.enabled;
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backupPhysics.solver = backupPhysics.solver || 'barnesHut';
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}
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else if (typeof allOptions.physics === 'object') {
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backupPhysics.enabled = allOptions.physics.enabled === undefined ? true : allOptions.physics.enabled;
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backupPhysics.solver = allOptions.physics.solver || 'barnesHut';
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allOptions.physics.solver = 'hierarchicalRepulsion';
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}
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else if (allOptions.physics !== false) {
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backupPhysics.solver ='barnesHut';
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allOptions.physics = {solver:'hierarchicalRepulsion'};
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}
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// get the type of static smooth curve in case it is required
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let type = this.direction.curveType();
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// disable smooth curves if nothing is defined. If smooth curves have been turned on,
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// turn them into static smooth curves.
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if (allOptions.edges === undefined) {
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this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
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allOptions.edges = {smooth: false};
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}
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else if (allOptions.edges.smooth === undefined) {
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this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
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allOptions.edges.smooth = false;
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}
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else {
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if (typeof allOptions.edges.smooth === 'boolean') {
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this.optionsBackup.edges = {smooth:allOptions.edges.smooth};
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allOptions.edges.smooth = {enabled: allOptions.edges.smooth, type:type}
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}
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else {
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|
let smooth = allOptions.edges.smooth;
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|
// allow custom types except for dynamic
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|
if (smooth.type !== undefined && smooth.type !== 'dynamic') {
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type = smooth.type;
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}
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|
// TODO: this is options merging; see if the standard routines can be used here.
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this.optionsBackup.edges = {
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smooth : smooth.enabled === undefined ? true : smooth.enabled,
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type : smooth.type === undefined ? 'dynamic': smooth.type,
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|
roundness : smooth.roundness === undefined ? 0.5 : smooth.roundness,
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forceDirection: smooth.forceDirection === undefined ? false : smooth.forceDirection
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|
};
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|
|
|
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|
// NOTE: Copying an object to self; this is basically setting defaults for undefined variables
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|
allOptions.edges.smooth = {
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|
enabled : smooth.enabled === undefined ? true : smooth.enabled,
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type : type,
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roundness : smooth.roundness === undefined ? 0.5 : smooth.roundness,
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|
forceDirection: smooth.forceDirection === undefined ? false: smooth.forceDirection
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|
}
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|
}
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|
}
|
|
|
|
// Force all edges into static smooth curves.
|
|
// Only applies to edges that do not use the global options for smooth.
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|
this.body.emitter.emit('_forceDisableDynamicCurves', type);
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|
}
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|
return allOptions;
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|
}
|
|
|
|
/**
|
|
*
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|
* @returns {number}
|
|
*/
|
|
seededRandom() {
|
|
let x = Math.sin(this.randomSeed++) * 10000;
|
|
return x - Math.floor(x);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {Array.<Node>} nodesArray
|
|
*/
|
|
positionInitially(nodesArray) {
|
|
if (this.options.hierarchical.enabled !== true) {
|
|
this.randomSeed = this.initialRandomSeed;
|
|
let radius = nodesArray.length + 50;
|
|
for (let i = 0; i < nodesArray.length; i++) {
|
|
let node = nodesArray[i];
|
|
let angle = 2 * Math.PI * this.seededRandom();
|
|
if (node.x === undefined) {
|
|
node.x = radius * Math.cos(angle);
|
|
}
|
|
if (node.y === undefined) {
|
|
node.y = radius * Math.sin(angle);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Use Kamada Kawai to position nodes. This is quite a heavy algorithm so if there are a lot of nodes we
|
|
* cluster them first to reduce the amount.
|
|
*/
|
|
layoutNetwork() {
|
|
if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
|
|
let indices = this.body.nodeIndices;
|
|
|
|
// first check if we should Kamada Kawai to layout. The threshold is if less than half of the visible
|
|
// nodes have predefined positions we use this.
|
|
let positionDefined = 0;
|
|
for (let i = 0; i < indices.length; i++) {
|
|
let node = this.body.nodes[indices[i]];
|
|
if (node.predefinedPosition === true) {
|
|
positionDefined += 1;
|
|
}
|
|
}
|
|
|
|
// if less than half of the nodes have a predefined position we continue
|
|
if (positionDefined < 0.5 * indices.length) {
|
|
let MAX_LEVELS = 10;
|
|
let level = 0;
|
|
let clusterThreshold = 150; // TODO add this to options
|
|
|
|
//
|
|
// Define the options for the hidden cluster nodes
|
|
// These options don't propagate outside the clustering phase.
|
|
//
|
|
// Some options are explicitly disabled, because they may be set in group or default node options.
|
|
// The clusters are never displayed, so most explicit settings here serve as performance optimizations.
|
|
//
|
|
// The explicit setting of 'shape' is to avoid `shape: 'image'`; images are not passed to the hidden
|
|
// cluster nodes, leading to an exception on creation.
|
|
//
|
|
// All settings here are performance related, except when noted otherwise.
|
|
//
|
|
let clusterOptions = {
|
|
clusterNodeProperties:{
|
|
shape: 'ellipse', // Bugfix: avoid type 'image', no images supplied
|
|
label: '', // avoid label handling
|
|
group: '', // avoid group handling
|
|
font: {multi: false}, // avoid font propagation
|
|
},
|
|
clusterEdgeProperties:{
|
|
label: '', // avoid label handling
|
|
font: {multi: false}, // avoid font propagation
|
|
smooth: {
|
|
enabled: false // avoid drawing penalty for complex edges
|
|
}
|
|
}
|
|
};
|
|
|
|
// if there are a lot of nodes, we cluster before we run the algorithm.
|
|
// NOTE: this part fails to find clusters for large scale-free networks, which should
|
|
// be easily clusterable.
|
|
// TODO: examine why this is so
|
|
if (indices.length > clusterThreshold) {
|
|
let startLength = indices.length;
|
|
while (indices.length > clusterThreshold && level <= MAX_LEVELS) {
|
|
//console.time("clustering")
|
|
level += 1;
|
|
let before = indices.length;
|
|
// if there are many nodes we do a hubsize cluster
|
|
if (level % 3 === 0) {
|
|
this.body.modules.clustering.clusterBridges(clusterOptions);
|
|
}
|
|
else {
|
|
this.body.modules.clustering.clusterOutliers(clusterOptions);
|
|
}
|
|
let after = indices.length;
|
|
if (before == after && level % 3 !== 0) {
|
|
this._declusterAll();
|
|
this.body.emitter.emit("_layoutFailed");
|
|
console.info("This network could not be positioned by this version of the improved layout algorithm."
|
|
+ " Please disable improvedLayout for better performance.");
|
|
return;
|
|
}
|
|
//console.timeEnd("clustering")
|
|
//console.log(before,level,after);
|
|
}
|
|
// increase the size of the edges
|
|
this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150, 2 * startLength)})
|
|
}
|
|
if (level > MAX_LEVELS){
|
|
console.info("The clustering didn't succeed within the amount of interations allowed,"
|
|
+ " progressing with partial result.");
|
|
}
|
|
|
|
// position the system for these nodes and edges
|
|
this.body.modules.kamadaKawai.solve(indices, this.body.edgeIndices, true);
|
|
|
|
// shift to center point
|
|
this._shiftToCenter();
|
|
|
|
// perturb the nodes a little bit to force the physics to kick in
|
|
let offset = 70;
|
|
for (let i = 0; i < indices.length; i++) {
|
|
// Only perturb the nodes that aren't fixed
|
|
let node = this.body.nodes[indices[i]];
|
|
if (node.predefinedPosition === false) {
|
|
node.x += (0.5 - this.seededRandom())*offset;
|
|
node.y += (0.5 - this.seededRandom())*offset;
|
|
}
|
|
}
|
|
|
|
// uncluster all clusters
|
|
this._declusterAll();
|
|
|
|
// reposition all bezier nodes.
|
|
this.body.emitter.emit("_repositionBezierNodes");
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Move all the nodes towards to the center so gravitational pull wil not move the nodes away from view
|
|
* @private
|
|
*/
|
|
_shiftToCenter() {
|
|
let range = NetworkUtil.getRangeCore(this.body.nodes, this.body.nodeIndices);
|
|
let center = NetworkUtil.findCenter(range);
|
|
for (let i = 0; i < this.body.nodeIndices.length; i++) {
|
|
let node = this.body.nodes[this.body.nodeIndices[i]];
|
|
node.x -= center.x;
|
|
node.y -= center.y;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Expands all clusters
|
|
* @private
|
|
*/
|
|
_declusterAll() {
|
|
let clustersPresent = true;
|
|
while (clustersPresent === true) {
|
|
clustersPresent = false;
|
|
for (let i = 0; i < this.body.nodeIndices.length; i++) {
|
|
if (this.body.nodes[this.body.nodeIndices[i]].isCluster === true) {
|
|
clustersPresent = true;
|
|
this.body.modules.clustering.openCluster(this.body.nodeIndices[i], {}, false);
|
|
}
|
|
}
|
|
if (clustersPresent === true) {
|
|
this.body.emitter.emit('_dataChanged');
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @returns {number|*}
|
|
*/
|
|
getSeed() {
|
|
return this.initialRandomSeed;
|
|
}
|
|
|
|
/**
|
|
* This is the main function to layout the nodes in a hierarchical way.
|
|
* It checks if the node details are supplied correctly
|
|
*
|
|
* @private
|
|
*/
|
|
setupHierarchicalLayout() {
|
|
if (this.options.hierarchical.enabled === true && this.body.nodeIndices.length > 0) {
|
|
// get the size of the largest hubs and check if the user has defined a level for a node.
|
|
let node, nodeId;
|
|
let definedLevel = false;
|
|
let undefinedLevel = false;
|
|
this.lastNodeOnLevel = {};
|
|
this.hierarchical = new HierarchicalStatus();
|
|
|
|
for (nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId)) {
|
|
node = this.body.nodes[nodeId];
|
|
if (node.options.level !== undefined) {
|
|
definedLevel = true;
|
|
this.hierarchical.levels[nodeId] = node.options.level;
|
|
}
|
|
else {
|
|
undefinedLevel = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if the user defined some levels but not all, alert and run without hierarchical layout
|
|
if (undefinedLevel === true && definedLevel === true) {
|
|
throw new Error('To use the hierarchical layout, nodes require either no predefined levels'
|
|
+ ' or levels have to be defined for all nodes.');
|
|
}
|
|
else {
|
|
// define levels if undefined by the users. Based on hubsize.
|
|
if (undefinedLevel === true) {
|
|
let sortMethod = this.options.hierarchical.sortMethod;
|
|
if (sortMethod === 'hubsize') {
|
|
this._determineLevelsByHubsize();
|
|
}
|
|
else if (sortMethod === 'directed') {
|
|
this._determineLevelsDirected();
|
|
}
|
|
else if (sortMethod === 'custom') {
|
|
this._determineLevelsCustomCallback();
|
|
}
|
|
}
|
|
|
|
|
|
// fallback for cases where there are nodes but no edges
|
|
for (let nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId)) {
|
|
this.hierarchical.ensureLevel(nodeId);
|
|
}
|
|
}
|
|
// check the distribution of the nodes per level.
|
|
let distribution = this._getDistribution();
|
|
|
|
// get the parent children relations.
|
|
this._generateMap();
|
|
|
|
// place the nodes on the canvas.
|
|
this._placeNodesByHierarchy(distribution);
|
|
|
|
// condense the whitespace.
|
|
this._condenseHierarchy();
|
|
|
|
// shift to center so gravity does not have to do much
|
|
this._shiftToCenter();
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @private
|
|
*/
|
|
_condenseHierarchy() {
|
|
// Global var in this scope to define when the movement has stopped.
|
|
let stillShifting = false;
|
|
let branches = {};
|
|
// first we have some methods to help shifting trees around.
|
|
// the main method to shift the trees
|
|
let shiftTrees = () => {
|
|
let treeSizes = getTreeSizes();
|
|
let shiftBy = 0;
|
|
for (let i = 0; i < treeSizes.length - 1; i++) {
|
|
let diff = treeSizes[i].max - treeSizes[i+1].min;
|
|
shiftBy += diff + this.options.hierarchical.treeSpacing;
|
|
shiftTree(i + 1, shiftBy);
|
|
}
|
|
};
|
|
|
|
// shift a single tree by an offset
|
|
let shiftTree = (index, offset) => {
|
|
let trees = this.hierarchical.trees;
|
|
|
|
for (let nodeId in trees) {
|
|
if (trees.hasOwnProperty(nodeId)) {
|
|
if (trees[nodeId] === index) {
|
|
this.direction.shift(nodeId, offset);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// get the width of all trees
|
|
let getTreeSizes = () => {
|
|
let treeWidths = [];
|
|
for (let i = 0; i < this.hierarchical.numTrees(); i++) {
|
|
treeWidths.push(this.direction.getTreeSize(i));
|
|
}
|
|
return treeWidths;
|
|
};
|
|
|
|
|
|
// get a map of all nodes in this branch
|
|
let getBranchNodes = (source, map) => {
|
|
if (map[source.id]) {
|
|
return;
|
|
}
|
|
map[source.id] = true;
|
|
if (this.hierarchical.childrenReference[source.id]) {
|
|
let children = this.hierarchical.childrenReference[source.id];
|
|
if (children.length > 0) {
|
|
for (let i = 0; i < children.length; i++) {
|
|
getBranchNodes(this.body.nodes[children[i]], map);
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
// get a min max width as well as the maximum movement space it has on either sides
|
|
// we use min max terminology because width and height can interchange depending on the direction of the layout
|
|
let getBranchBoundary = (branchMap, maxLevel = 1e9) => {
|
|
let minSpace = 1e9;
|
|
let maxSpace = 1e9;
|
|
let min = 1e9;
|
|
let max = -1e9;
|
|
for (let branchNode in branchMap) {
|
|
if (branchMap.hasOwnProperty(branchNode)) {
|
|
let node = this.body.nodes[branchNode];
|
|
let level = this.hierarchical.levels[node.id];
|
|
let position = this.direction.getPosition(node);
|
|
|
|
// get the space around the node.
|
|
let [minSpaceNode, maxSpaceNode] = this._getSpaceAroundNode(node,branchMap);
|
|
minSpace = Math.min(minSpaceNode, minSpace);
|
|
maxSpace = Math.min(maxSpaceNode, maxSpace);
|
|
|
|
// the width is only relevant for the levels two nodes have in common. This is why we filter on this.
|
|
if (level <= maxLevel) {
|
|
min = Math.min(position, min);
|
|
max = Math.max(position, max);
|
|
}
|
|
}
|
|
}
|
|
|
|
return [min, max, minSpace, maxSpace];
|
|
}
|
|
|
|
|
|
// check what the maximum level is these nodes have in common.
|
|
let getCollisionLevel = (node1, node2) => {
|
|
let maxLevel1 = this.hierarchical.getMaxLevel(node1.id);
|
|
let maxLevel2 = this.hierarchical.getMaxLevel(node2.id);
|
|
return Math.min(maxLevel1, maxLevel2);
|
|
};
|
|
|
|
|
|
/**
|
|
* Condense elements. These can be nodes or branches depending on the callback.
|
|
*
|
|
* @param {function} callback
|
|
* @param {Array.<number>} levels
|
|
* @param {*} centerParents
|
|
*/
|
|
let shiftElementsCloser = (callback, levels, centerParents) => {
|
|
let hier = this.hierarchical;
|
|
|
|
for (let i = 0; i < levels.length; i++) {
|
|
let level = levels[i];
|
|
let levelNodes = hier.distributionOrdering[level];
|
|
if (levelNodes.length > 1) {
|
|
for (let j = 0; j < levelNodes.length - 1; j++) {
|
|
let node1 = levelNodes[j];
|
|
let node2 = levelNodes[j+1];
|
|
|
|
// NOTE: logic maintained as it was; if nodes have same ancestor,
|
|
// then of course they are in the same sub-network.
|
|
if (hier.hasSameParent(node1, node2) && hier.inSameSubNetwork(node1, node2) ) {
|
|
callback(node1, node2, centerParents);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
// callback for shifting branches
|
|
let branchShiftCallback = (node1, node2, centerParent = false) => {
|
|
//window.CALLBACKS.push(() => {
|
|
let pos1 = this.direction.getPosition(node1);
|
|
let pos2 = this.direction.getPosition(node2);
|
|
let diffAbs = Math.abs(pos2 - pos1);
|
|
let nodeSpacing = this.options.hierarchical.nodeSpacing;
|
|
//console.log("NOW CHECKING:", node1.id, node2.id, diffAbs);
|
|
if (diffAbs > nodeSpacing) {
|
|
let branchNodes1 = {};
|
|
let branchNodes2 = {};
|
|
|
|
getBranchNodes(node1, branchNodes1);
|
|
getBranchNodes(node2, branchNodes2);
|
|
|
|
// check the largest distance between the branches
|
|
let maxLevel = getCollisionLevel(node1, node2);
|
|
let branchNodeBoundary1 = getBranchBoundary(branchNodes1, maxLevel);
|
|
let branchNodeBoundary2 = getBranchBoundary(branchNodes2, maxLevel);
|
|
let max1 = branchNodeBoundary1[1];
|
|
let min2 = branchNodeBoundary2[0];
|
|
let minSpace2 = branchNodeBoundary2[2];
|
|
|
|
//console.log(node1.id, getBranchBoundary(branchNodes1, maxLevel), node2.id,
|
|
// getBranchBoundary(branchNodes2, maxLevel), maxLevel);
|
|
let diffBranch = Math.abs(max1 - min2);
|
|
if (diffBranch > nodeSpacing) {
|
|
let offset = max1 - min2 + nodeSpacing;
|
|
if (offset < -minSpace2 + nodeSpacing) {
|
|
offset = -minSpace2 + nodeSpacing;
|
|
//console.log("RESETTING OFFSET", max1 - min2 + this.options.hierarchical.nodeSpacing, -minSpace2, offset);
|
|
}
|
|
if (offset < 0) {
|
|
//console.log("SHIFTING", node2.id, offset);
|
|
this._shiftBlock(node2.id, offset);
|
|
stillShifting = true;
|
|
|
|
if (centerParent === true)
|
|
this._centerParent(node2);
|
|
}
|
|
}
|
|
|
|
}
|
|
//this.body.emitter.emit("_redraw");})
|
|
};
|
|
|
|
let minimizeEdgeLength = (iterations, node) => {
|
|
//window.CALLBACKS.push(() => {
|
|
// console.log("ts",node.id);
|
|
let nodeId = node.id;
|
|
let allEdges = node.edges;
|
|
let nodeLevel = this.hierarchical.levels[node.id];
|
|
|
|
// gather constants
|
|
let C2 = this.options.hierarchical.levelSeparation * this.options.hierarchical.levelSeparation;
|
|
let referenceNodes = {};
|
|
let aboveEdges = [];
|
|
for (let i = 0; i < allEdges.length; i++) {
|
|
let edge = allEdges[i];
|
|
if (edge.toId != edge.fromId) {
|
|
let otherNode = edge.toId == nodeId ? edge.from : edge.to;
|
|
referenceNodes[allEdges[i].id] = otherNode;
|
|
if (this.hierarchical.levels[otherNode.id] < nodeLevel) {
|
|
aboveEdges.push(edge);
|
|
}
|
|
}
|
|
}
|
|
|
|
// differentiated sum of lengths based on only moving one node over one axis
|
|
let getFx = (point, edges) => {
|
|
let sum = 0;
|
|
for (let i = 0; i < edges.length; i++) {
|
|
if (referenceNodes[edges[i].id] !== undefined) {
|
|
let a = this.direction.getPosition(referenceNodes[edges[i].id]) - point;
|
|
sum += a / Math.sqrt(a * a + C2);
|
|
}
|
|
}
|
|
return sum;
|
|
};
|
|
|
|
// doubly differentiated sum of lengths based on only moving one node over one axis
|
|
let getDFx = (point, edges) => {
|
|
let sum = 0;
|
|
for (let i = 0; i < edges.length; i++) {
|
|
if (referenceNodes[edges[i].id] !== undefined) {
|
|
let a = this.direction.getPosition(referenceNodes[edges[i].id]) - point;
|
|
sum -= (C2 * Math.pow(a * a + C2, -1.5));
|
|
}
|
|
}
|
|
return sum;
|
|
};
|
|
|
|
let getGuess = (iterations, edges) => {
|
|
let guess = this.direction.getPosition(node);
|
|
// Newton's method for optimization
|
|
let guessMap = {};
|
|
for (let i = 0; i < iterations; i++) {
|
|
let fx = getFx(guess, edges);
|
|
let dfx = getDFx(guess, edges);
|
|
|
|
// we limit the movement to avoid instability.
|
|
let limit = 40;
|
|
let ratio = Math.max(-limit, Math.min(limit, Math.round(fx/dfx)));
|
|
guess = guess - ratio;
|
|
// reduce duplicates
|
|
if (guessMap[guess] !== undefined) {
|
|
break;
|
|
}
|
|
guessMap[guess] = i;
|
|
}
|
|
return guess;
|
|
};
|
|
|
|
let moveBranch = (guess) => {
|
|
// position node if there is space
|
|
let nodePosition = this.direction.getPosition(node);
|
|
|
|
// check movable area of the branch
|
|
if (branches[node.id] === undefined) {
|
|
let branchNodes = {};
|
|
getBranchNodes(node, branchNodes);
|
|
branches[node.id] = branchNodes;
|
|
}
|
|
let branchBoundary = getBranchBoundary(branches[node.id]);
|
|
let minSpaceBranch = branchBoundary[2];
|
|
let maxSpaceBranch = branchBoundary[3];
|
|
|
|
let diff = guess - nodePosition;
|
|
|
|
// check if we are allowed to move the node:
|
|
let branchOffset = 0;
|
|
if (diff > 0) {
|
|
branchOffset = Math.min(diff, maxSpaceBranch - this.options.hierarchical.nodeSpacing);
|
|
}
|
|
else if (diff < 0) {
|
|
branchOffset = -Math.min(-diff, minSpaceBranch - this.options.hierarchical.nodeSpacing);
|
|
}
|
|
|
|
if (branchOffset != 0) {
|
|
//console.log("moving branch:",branchOffset, maxSpaceBranch, minSpaceBranch)
|
|
this._shiftBlock(node.id, branchOffset);
|
|
//this.body.emitter.emit("_redraw");
|
|
stillShifting = true;
|
|
}
|
|
};
|
|
|
|
let moveNode = (guess) => {
|
|
let nodePosition = this.direction.getPosition(node);
|
|
|
|
// position node if there is space
|
|
let [minSpace, maxSpace] = this._getSpaceAroundNode(node);
|
|
let diff = guess - nodePosition;
|
|
// check if we are allowed to move the node:
|
|
let newPosition = nodePosition;
|
|
if (diff > 0) {
|
|
newPosition = Math.min(nodePosition + (maxSpace - this.options.hierarchical.nodeSpacing), guess);
|
|
}
|
|
else if (diff < 0) {
|
|
newPosition = Math.max(nodePosition - (minSpace - this.options.hierarchical.nodeSpacing), guess);
|
|
}
|
|
|
|
if (newPosition !== nodePosition) {
|
|
//console.log("moving Node:",diff, minSpace, maxSpace);
|
|
this.direction.setPosition(node, newPosition);
|
|
//this.body.emitter.emit("_redraw");
|
|
stillShifting = true;
|
|
}
|
|
};
|
|
|
|
let guess = getGuess(iterations, aboveEdges);
|
|
moveBranch(guess);
|
|
guess = getGuess(iterations, allEdges);
|
|
moveNode(guess);
|
|
//})
|
|
};
|
|
|
|
// method to remove whitespace between branches. Because we do bottom up, we can center the parents.
|
|
let minimizeEdgeLengthBottomUp = (iterations) => {
|
|
let levels = this.hierarchical.getLevels();
|
|
levels = levels.reverse();
|
|
for (let i = 0; i < iterations; i++) {
|
|
stillShifting = false;
|
|
for (let j = 0; j < levels.length; j++) {
|
|
let level = levels[j];
|
|
let levelNodes = this.hierarchical.distributionOrdering[level];
|
|
for (let k = 0; k < levelNodes.length; k++) {
|
|
minimizeEdgeLength(1000, levelNodes[k]);
|
|
}
|
|
}
|
|
if (stillShifting !== true) {
|
|
//console.log("FINISHED minimizeEdgeLengthBottomUp IN " + i);
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
// method to remove whitespace between branches. Because we do bottom up, we can center the parents.
|
|
let shiftBranchesCloserBottomUp = (iterations) => {
|
|
let levels = this.hierarchical.getLevels();
|
|
levels = levels.reverse();
|
|
for (let i = 0; i < iterations; i++) {
|
|
stillShifting = false;
|
|
shiftElementsCloser(branchShiftCallback, levels, true);
|
|
if (stillShifting !== true) {
|
|
//console.log("FINISHED shiftBranchesCloserBottomUp IN " + (i+1));
|
|
break;
|
|
}
|
|
}
|
|
};
|
|
|
|
// center all parents
|
|
let centerAllParents = () => {
|
|
for (let nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId))
|
|
this._centerParent(this.body.nodes[nodeId]);
|
|
}
|
|
};
|
|
|
|
// center all parents
|
|
let centerAllParentsBottomUp = () => {
|
|
let levels = this.hierarchical.getLevels();
|
|
levels = levels.reverse();
|
|
for (let i = 0; i < levels.length; i++) {
|
|
let level = levels[i];
|
|
let levelNodes = this.hierarchical.distributionOrdering[level];
|
|
for (let j = 0; j < levelNodes.length; j++) {
|
|
this._centerParent(levelNodes[j]);
|
|
}
|
|
}
|
|
};
|
|
|
|
// the actual work is done here.
|
|
if (this.options.hierarchical.blockShifting === true) {
|
|
shiftBranchesCloserBottomUp(5);
|
|
centerAllParents();
|
|
}
|
|
|
|
// minimize edge length
|
|
if (this.options.hierarchical.edgeMinimization === true) {
|
|
minimizeEdgeLengthBottomUp(20);
|
|
}
|
|
|
|
if (this.options.hierarchical.parentCentralization === true) {
|
|
centerAllParentsBottomUp()
|
|
}
|
|
|
|
shiftTrees();
|
|
}
|
|
|
|
/**
|
|
* This gives the space around the node. IF a map is supplied, it will only check against nodes NOT in the map.
|
|
* This is used to only get the distances to nodes outside of a branch.
|
|
* @param {Node} node
|
|
* @param {{Node.id: vis.Node}} map
|
|
* @returns {number[]}
|
|
* @private
|
|
*/
|
|
_getSpaceAroundNode(node, map) {
|
|
let useMap = true;
|
|
if (map === undefined) {
|
|
useMap = false;
|
|
}
|
|
let level = this.hierarchical.levels[node.id];
|
|
if (level !== undefined) {
|
|
let index = this.hierarchical.distributionIndex[node.id];
|
|
let position = this.direction.getPosition(node);
|
|
let ordering = this.hierarchical.distributionOrdering[level];
|
|
let minSpace = 1e9;
|
|
let maxSpace = 1e9;
|
|
if (index !== 0) {
|
|
let prevNode = ordering[index - 1];
|
|
if ((useMap === true && map[prevNode.id] === undefined) || useMap === false) {
|
|
let prevPos = this.direction.getPosition(prevNode);
|
|
minSpace = position - prevPos;
|
|
}
|
|
}
|
|
|
|
if (index != ordering.length - 1) {
|
|
let nextNode = ordering[index + 1];
|
|
if ((useMap === true && map[nextNode.id] === undefined) || useMap === false) {
|
|
let nextPos = this.direction.getPosition(nextNode);
|
|
maxSpace = Math.min(maxSpace, nextPos - position);
|
|
}
|
|
}
|
|
|
|
return [minSpace, maxSpace];
|
|
}
|
|
else {
|
|
return [0, 0];
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* We use this method to center a parent node and check if it does not cross other nodes when it does.
|
|
* @param {Node} node
|
|
* @private
|
|
*/
|
|
_centerParent(node) {
|
|
if (this.hierarchical.parentReference[node.id]) {
|
|
let parents = this.hierarchical.parentReference[node.id];
|
|
for (var i = 0; i < parents.length; i++) {
|
|
let parentId = parents[i];
|
|
let parentNode = this.body.nodes[parentId];
|
|
let children = this.hierarchical.childrenReference[parentId];
|
|
|
|
if (children !== undefined) {
|
|
// get the range of the children
|
|
let newPosition = this._getCenterPosition(children);
|
|
|
|
let position = this.direction.getPosition(parentNode);
|
|
let [minSpace, maxSpace] = this._getSpaceAroundNode(parentNode);
|
|
let diff = position - newPosition;
|
|
if ((diff < 0 && Math.abs(diff) < maxSpace - this.options.hierarchical.nodeSpacing) ||
|
|
(diff > 0 && Math.abs(diff) < minSpace - this.options.hierarchical.nodeSpacing)) {
|
|
this.direction.setPosition(parentNode, newPosition);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* This function places the nodes on the canvas based on the hierarchial distribution.
|
|
*
|
|
* @param {Object} distribution | obtained by the function this._getDistribution()
|
|
* @private
|
|
*/
|
|
_placeNodesByHierarchy(distribution) {
|
|
this.positionedNodes = {};
|
|
// start placing all the level 0 nodes first. Then recursively position their branches.
|
|
for (let level in distribution) {
|
|
if (distribution.hasOwnProperty(level)) {
|
|
// sort nodes in level by position:
|
|
let nodeArray = Object.keys(distribution[level]);
|
|
nodeArray = this._indexArrayToNodes(nodeArray);
|
|
this.direction.sort(nodeArray);
|
|
let handledNodeCount = 0;
|
|
|
|
for (let i = 0; i < nodeArray.length; i++) {
|
|
let node = nodeArray[i];
|
|
if (this.positionedNodes[node.id] === undefined) {
|
|
let spacing = this.options.hierarchical.nodeSpacing;
|
|
let pos = spacing * handledNodeCount;
|
|
// We get the X or Y values we need and store them in pos and previousPos.
|
|
// The get and set make sure we get X or Y
|
|
if (handledNodeCount > 0) {
|
|
pos = this.direction.getPosition(nodeArray[i-1]) + spacing;
|
|
}
|
|
this.direction.setPosition(node, pos, level);
|
|
this._validatePositionAndContinue(node, level, pos);
|
|
|
|
handledNodeCount++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* This is a recursively called function to enumerate the branches from the largest hubs and place the nodes
|
|
* on a X position that ensures there will be no overlap.
|
|
*
|
|
* @param {Node.id} parentId
|
|
* @param {number} parentLevel
|
|
* @private
|
|
*/
|
|
_placeBranchNodes(parentId, parentLevel) {
|
|
let childRef = this.hierarchical.childrenReference[parentId];
|
|
|
|
// if this is not a parent, cancel the placing. This can happen with multiple parents to one child.
|
|
if (childRef === undefined) {
|
|
return;
|
|
}
|
|
|
|
// get a list of childNodes
|
|
let childNodes = [];
|
|
for (let i = 0; i < childRef.length; i++) {
|
|
childNodes.push(this.body.nodes[childRef[i]]);
|
|
}
|
|
|
|
// use the positions to order the nodes.
|
|
this.direction.sort(childNodes);
|
|
|
|
// position the childNodes
|
|
for (let i = 0; i < childNodes.length; i++) {
|
|
let childNode = childNodes[i];
|
|
let childNodeLevel = this.hierarchical.levels[childNode.id];
|
|
// check if the child node is below the parent node and if it has already been positioned.
|
|
if (childNodeLevel > parentLevel && this.positionedNodes[childNode.id] === undefined) {
|
|
// get the amount of space required for this node. If parent the width is based on the amount of children.
|
|
let spacing = this.options.hierarchical.nodeSpacing;
|
|
let pos;
|
|
|
|
// we get the X or Y values we need and store them in pos and previousPos.
|
|
// The get and set make sure we get X or Y
|
|
if (i === 0) {
|
|
pos = this.direction.getPosition(this.body.nodes[parentId]);
|
|
} else {
|
|
pos = this.direction.getPosition(childNodes[i-1]) + spacing;
|
|
}
|
|
this.direction.setPosition(childNode, pos, childNodeLevel);
|
|
this._validatePositionAndContinue(childNode, childNodeLevel, pos);
|
|
}
|
|
else {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// center the parent nodes.
|
|
let center = this._getCenterPosition(childNodes);
|
|
this.direction.setPosition(this.body.nodes[parentId], center, parentLevel);
|
|
}
|
|
|
|
|
|
/**
|
|
* This method checks for overlap and if required shifts the branch. It also keeps records of positioned nodes.
|
|
* Finally it will call _placeBranchNodes to place the branch nodes.
|
|
* @param {Node} node
|
|
* @param {number} level
|
|
* @param {number} pos
|
|
* @private
|
|
*/
|
|
_validatePositionAndContinue(node, level, pos) {
|
|
// This method only works for formal trees and formal forests
|
|
// Early exit if this is not the case
|
|
if (!this.hierarchical.isTree) return;
|
|
|
|
// if overlap has been detected, we shift the branch
|
|
if (this.lastNodeOnLevel[level] !== undefined) {
|
|
let previousPos = this.direction.getPosition(this.body.nodes[this.lastNodeOnLevel[level]]);
|
|
if (pos - previousPos < this.options.hierarchical.nodeSpacing) {
|
|
let diff = (previousPos + this.options.hierarchical.nodeSpacing) - pos;
|
|
let sharedParent = this._findCommonParent(this.lastNodeOnLevel[level], node.id);
|
|
this._shiftBlock(sharedParent.withChild, diff);
|
|
}
|
|
}
|
|
|
|
this.lastNodeOnLevel[level] = node.id; // store change in position.
|
|
this.positionedNodes[node.id] = true;
|
|
this._placeBranchNodes(node.id, level);
|
|
}
|
|
|
|
/**
|
|
* Receives an array with node indices and returns an array with the actual node references.
|
|
* Used for sorting based on node properties.
|
|
* @param {Array.<Node.id>} idArray
|
|
* @returns {Array.<Node>}
|
|
*/
|
|
_indexArrayToNodes(idArray) {
|
|
let array = [];
|
|
for (let i = 0; i < idArray.length; i++) {
|
|
array.push(this.body.nodes[idArray[i]])
|
|
}
|
|
return array;
|
|
}
|
|
|
|
/**
|
|
* This function get the distribution of levels based on hubsize
|
|
*
|
|
* @returns {Object}
|
|
* @private
|
|
*/
|
|
_getDistribution() {
|
|
let distribution = {};
|
|
let nodeId, node;
|
|
|
|
// we fix Y because the hierarchy is vertical,
|
|
// we fix X so we do not give a node an x position for a second time.
|
|
// the fix of X is removed after the x value has been set.
|
|
for (nodeId in this.body.nodes) {
|
|
if (this.body.nodes.hasOwnProperty(nodeId)) {
|
|
node = this.body.nodes[nodeId];
|
|
let level = this.hierarchical.levels[nodeId] === undefined ? 0 : this.hierarchical.levels[nodeId];
|
|
this.direction.fix(node, level);
|
|
if (distribution[level] === undefined) {
|
|
distribution[level] = {};
|
|
}
|
|
distribution[level][nodeId] = node;
|
|
}
|
|
}
|
|
return distribution;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return the active (i.e. visible) edges for this node
|
|
*
|
|
* @param {Node} node
|
|
* @returns {Array.<vis.Edge>} Array of edge instances
|
|
* @private
|
|
*/
|
|
_getActiveEdges(node) {
|
|
let result = [];
|
|
|
|
util.forEach(node.edges, (edge) => {
|
|
if (this.body.edgeIndices.indexOf(edge.id) !== -1) {
|
|
result.push(edge);
|
|
}
|
|
});
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
/**
|
|
* Get the hubsizes for all active nodes.
|
|
*
|
|
* @returns {number}
|
|
* @private
|
|
*/
|
|
_getHubSizes() {
|
|
let hubSizes = {};
|
|
let nodeIds = this.body.nodeIndices;
|
|
|
|
util.forEach(nodeIds, (nodeId) => {
|
|
let node = this.body.nodes[nodeId];
|
|
let hubSize = this._getActiveEdges(node).length;
|
|
hubSizes[hubSize] = true;
|
|
});
|
|
|
|
// Make an array of the size sorted descending
|
|
let result = [];
|
|
util.forEach(hubSizes, (size) => {
|
|
result.push(Number(size));
|
|
});
|
|
|
|
result.sort(function(a, b) {
|
|
return b - a;
|
|
});
|
|
|
|
return result;
|
|
}
|
|
|
|
|
|
/**
|
|
* this function allocates nodes in levels based on the recursive branching from the largest hubs.
|
|
*
|
|
* @private
|
|
*/
|
|
_determineLevelsByHubsize() {
|
|
let levelDownstream = (nodeA, nodeB) => {
|
|
this.hierarchical.levelDownstream(nodeA, nodeB);
|
|
}
|
|
|
|
let hubSizes = this._getHubSizes();
|
|
|
|
for (let i = 0; i < hubSizes.length; ++i ) {
|
|
let hubSize = hubSizes[i];
|
|
if (hubSize === 0) break;
|
|
|
|
util.forEach(this.body.nodeIndices, (nodeId) => {
|
|
let node = this.body.nodes[nodeId];
|
|
|
|
if (hubSize === this._getActiveEdges(node).length) {
|
|
this._crawlNetwork(levelDownstream, nodeId);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* TODO: release feature
|
|
* TODO: Determine if this feature is needed at all
|
|
*
|
|
* @private
|
|
*/
|
|
_determineLevelsCustomCallback() {
|
|
let minLevel = 100000;
|
|
|
|
// TODO: this should come from options.
|
|
let customCallback = function(nodeA, nodeB, edge) { // eslint-disable-line no-unused-vars
|
|
|
|
};
|
|
|
|
// TODO: perhaps move to HierarchicalStatus.
|
|
// But I currently don't see the point, this method is not used.
|
|
let levelByDirection = (nodeA, nodeB, edge) => {
|
|
let levelA = this.hierarchical.levels[nodeA.id];
|
|
// set initial level
|
|
if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
|
|
|
|
let diff = customCallback(
|
|
NetworkUtil.cloneOptions(nodeA,'node'),
|
|
NetworkUtil.cloneOptions(nodeB,'node'),
|
|
NetworkUtil.cloneOptions(edge,'edge')
|
|
);
|
|
|
|
this.hierarchical.levels[nodeB.id] = levelA + diff;
|
|
};
|
|
|
|
this._crawlNetwork(levelByDirection);
|
|
this.hierarchical.setMinLevelToZero(this.body.nodes);
|
|
}
|
|
|
|
/**
|
|
* Allocate nodes in levels based on the direction of the edges.
|
|
*
|
|
* @private
|
|
*/
|
|
_determineLevelsDirected() {
|
|
let minLevel = 10000;
|
|
|
|
/**
|
|
* Check if there is an edge going the opposite direction for given edge
|
|
*
|
|
* @param {Edge} edge edge to check
|
|
* @returns {boolean} true if there's another edge going into the opposite direction
|
|
*/
|
|
let isBidirectional = (edge) => {
|
|
util.forEach(this.body.edges, (otherEdge) => {
|
|
if (otherEdge.toId === edge.fromId && otherEdge.fromId === edge.toId) {
|
|
return true;
|
|
}
|
|
});
|
|
|
|
return false;
|
|
};
|
|
|
|
|
|
let levelByDirection = (nodeA, nodeB, edge) => {
|
|
let levelA = this.hierarchical.levels[nodeA.id];
|
|
let levelB = this.hierarchical.levels[nodeB.id];
|
|
|
|
if (isBidirectional(edge) && levelA !== undefined && levelB !== undefined) {
|
|
// Don't redo the level determination if already done in this case.
|
|
return;
|
|
}
|
|
|
|
// set initial level
|
|
if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
|
|
if (edge.toId == nodeB.id) {
|
|
this.hierarchical.levels[nodeB.id] = levelA + 1;
|
|
}
|
|
else {
|
|
this.hierarchical.levels[nodeB.id] = levelA - 1;
|
|
}
|
|
};
|
|
|
|
this._crawlNetwork(levelByDirection);
|
|
this.hierarchical.setMinLevelToZero(this.body.nodes);
|
|
}
|
|
|
|
|
|
/**
|
|
* Update the bookkeeping of parent and child.
|
|
* @private
|
|
*/
|
|
_generateMap() {
|
|
let fillInRelations = (parentNode, childNode) => {
|
|
if (this.hierarchical.levels[childNode.id] > this.hierarchical.levels[parentNode.id]) {
|
|
this.hierarchical.addRelation(parentNode.id, childNode.id);
|
|
}
|
|
};
|
|
|
|
this._crawlNetwork(fillInRelations);
|
|
this.hierarchical.checkIfTree();
|
|
}
|
|
|
|
|
|
/**
|
|
* Crawl over the entire network and use a callback on each node couple that is connected to each other.
|
|
* @param {function} [callback=function(){}] | will receive nodeA, nodeB and the connecting edge. A and B are distinct.
|
|
* @param {Node.id} startingNodeId
|
|
* @private
|
|
*/
|
|
_crawlNetwork(callback = function() {}, startingNodeId) {
|
|
let progress = {};
|
|
|
|
let crawler = (node, tree) => {
|
|
if (progress[node.id] === undefined) {
|
|
this.hierarchical.setTreeIndex(node, tree);
|
|
|
|
progress[node.id] = true;
|
|
let childNode;
|
|
let edges = this._getActiveEdges(node);
|
|
for (let i = 0; i < edges.length; i++) {
|
|
let edge = edges[i];
|
|
if (edge.connected === true) {
|
|
if (edge.toId == node.id) { // Not '===' because id's can be string and numeric
|
|
childNode = edge.from;
|
|
}
|
|
else {
|
|
childNode = edge.to;
|
|
}
|
|
|
|
if (node.id != childNode.id) { // Not '!==' because id's can be string and numeric
|
|
callback(node, childNode, edge);
|
|
crawler(childNode, tree);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
if (startingNodeId === undefined) {
|
|
// Crawl over all nodes
|
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let treeIndex = 0; // Serves to pass a unique id for the current distinct tree
|
|
|
|
for (let i = 0; i < this.body.nodeIndices.length; i++) {
|
|
let nodeId = this.body.nodeIndices[i];
|
|
|
|
if (progress[nodeId] === undefined) {
|
|
let node = this.body.nodes[nodeId];
|
|
crawler(node, treeIndex);
|
|
treeIndex += 1;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// Crawl from the given starting node
|
|
let node = this.body.nodes[startingNodeId];
|
|
if (node === undefined) {
|
|
console.error("Node not found:", startingNodeId);
|
|
return;
|
|
}
|
|
crawler(node);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Shift a branch a certain distance
|
|
* @param {Node.id} parentId
|
|
* @param {number} diff
|
|
* @private
|
|
*/
|
|
_shiftBlock(parentId, diff) {
|
|
let progress = {};
|
|
let shifter = (parentId) => {
|
|
if (progress[parentId]) {
|
|
return;
|
|
}
|
|
progress[parentId] = true;
|
|
this.direction.shift(parentId, diff);
|
|
|
|
let childRef = this.hierarchical.childrenReference[parentId];
|
|
if (childRef !== undefined) {
|
|
for (let i = 0; i < childRef.length; i++) {
|
|
shifter(childRef[i]);
|
|
}
|
|
}
|
|
};
|
|
shifter(parentId);
|
|
}
|
|
|
|
|
|
/**
|
|
* Find a common parent between branches.
|
|
* @param {Node.id} childA
|
|
* @param {Node.id} childB
|
|
* @returns {{foundParent, withChild}}
|
|
* @private
|
|
*/
|
|
_findCommonParent(childA,childB) {
|
|
let parents = {};
|
|
let iterateParents = (parents,child) => {
|
|
let parentRef = this.hierarchical.parentReference[child];
|
|
if (parentRef !== undefined) {
|
|
for (let i = 0; i < parentRef.length; i++) {
|
|
let parent = parentRef[i];
|
|
parents[parent] = true;
|
|
iterateParents(parents, parent)
|
|
}
|
|
}
|
|
};
|
|
let findParent = (parents, child) => {
|
|
let parentRef = this.hierarchical.parentReference[child];
|
|
if (parentRef !== undefined) {
|
|
for (let i = 0; i < parentRef.length; i++) {
|
|
let parent = parentRef[i];
|
|
if (parents[parent] !== undefined) {
|
|
return {foundParent:parent, withChild:child};
|
|
}
|
|
let branch = findParent(parents, parent);
|
|
if (branch.foundParent !== null) {
|
|
return branch;
|
|
}
|
|
}
|
|
}
|
|
return {foundParent:null, withChild:child};
|
|
};
|
|
|
|
iterateParents(parents, childA);
|
|
return findParent(parents, childB);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the strategy pattern for handling the coordinates given the current direction.
|
|
*
|
|
* The individual instances contain all the operations and data specific to a layout direction.
|
|
*
|
|
* @param {Node} node
|
|
* @param {{x: number, y: number}} position
|
|
* @param {number} level
|
|
* @param {boolean} [doNotUpdate=false]
|
|
* @private
|
|
*/
|
|
setDirectionStrategy() {
|
|
var isVertical = (this.options.hierarchical.direction === 'UD'
|
|
|| this.options.hierarchical.direction === 'DU');
|
|
|
|
if(isVertical) {
|
|
this.direction = new VerticalStrategy(this);
|
|
} else {
|
|
this.direction = new HorizontalStrategy(this);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Determine the center position of a branch from the passed list of child nodes
|
|
*
|
|
* This takes into account the positions of all the child nodes.
|
|
* @param {Array.<Node|vis.Node.id>} childNodes Array of either child nodes or node id's
|
|
* @return {number}
|
|
* @private
|
|
*/
|
|
_getCenterPosition(childNodes) {
|
|
let minPos = 1e9;
|
|
let maxPos = -1e9;
|
|
|
|
for (let i = 0; i < childNodes.length; i++) {
|
|
let childNode;
|
|
if (childNodes[i].id !== undefined) {
|
|
childNode = childNodes[i];
|
|
} else {
|
|
let childNodeId = childNodes[i];
|
|
childNode = this.body.nodes[childNodeId];
|
|
}
|
|
|
|
let position = this.direction.getPosition(childNode);
|
|
minPos = Math.min(minPos, position);
|
|
maxPos = Math.max(maxPos, position);
|
|
}
|
|
|
|
return 0.5 * (minPos + maxPos);
|
|
}
|
|
}
|
|
|
|
export default LayoutEngine;
|