vis.js is a dynamic, browser-based visualization library
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let util = require('../../util');
var NetworkUtil = require('../NetworkUtil').default;
/**
* The view
*/
class View {
/**
* @param {Object} body
* @param {Canvas} canvas
*/
constructor(body, canvas) {
this.body = body;
this.canvas = canvas;
this.animationSpeed = 1/this.renderRefreshRate;
this.animationEasingFunction = "easeInOutQuint";
this.easingTime = 0;
this.sourceScale = 0;
this.targetScale = 0;
this.sourceTranslation = 0;
this.targetTranslation = 0;
this.lockedOnNodeId = undefined;
this.lockedOnNodeOffset = undefined;
this.touchTime = 0;
this.viewFunction = undefined;
this.body.emitter.on("fit", this.fit.bind(this));
this.body.emitter.on("animationFinished", () => {this.body.emitter.emit("_stopRendering");});
this.body.emitter.on("unlockNode", this.releaseNode.bind(this));
}
/**
*
* @param {Object} [options={}]
*/
setOptions(options = {}) {
this.options = options;
}
/**
* This function zooms out to fit all data on screen based on amount of nodes
* @param {Object} [options={{nodes=Array}}]
* @param {boolean} [initialZoom=false] | zoom based on fitted formula or range, true = fitted, default = false;
*/
fit(options = {nodes:[]}, initialZoom = false) {
let range;
let zoomLevel;
if (options.nodes === undefined || options.nodes.length === 0) {
options.nodes = this.body.nodeIndices;
}
if (initialZoom === true) {
// check if more than half of the nodes have a predefined position. If so, we use the range, not the approximation.
let positionDefined = 0;
for (let nodeId in this.body.nodes) {
if (this.body.nodes.hasOwnProperty(nodeId)) {
let node = this.body.nodes[nodeId];
if (node.predefinedPosition === true) {
positionDefined += 1;
}
}
}
if (positionDefined > 0.5 * this.body.nodeIndices.length) {
this.fit(options,false);
return;
}
range = NetworkUtil.getRange(this.body.nodes, options.nodes);
let numberOfNodes = this.body.nodeIndices.length;
zoomLevel = 12.662 / (numberOfNodes + 7.4147) + 0.0964822; // this is obtained from fitting a dataset from 5 points with scale levels that looked good.
// correct for larger canvasses.
let factor = Math.min(this.canvas.frame.canvas.clientWidth / 600, this.canvas.frame.canvas.clientHeight / 600);
zoomLevel *= factor;
}
else {
this.body.emitter.emit("_resizeNodes");
range = NetworkUtil.getRange(this.body.nodes, options.nodes);
let xDistance = Math.abs(range.maxX - range.minX) * 1.1;
let yDistance = Math.abs(range.maxY - range.minY) * 1.1;
let xZoomLevel = this.canvas.frame.canvas.clientWidth / xDistance;
let yZoomLevel = this.canvas.frame.canvas.clientHeight / yDistance;
zoomLevel = (xZoomLevel <= yZoomLevel) ? xZoomLevel : yZoomLevel;
}
if (zoomLevel > 1.0) {
zoomLevel = 1.0;
}
else if (zoomLevel === 0) {
zoomLevel = 1.0;
}
let center = NetworkUtil.findCenter(range);
let animationOptions = {position: center, scale: zoomLevel, animation: options.animation};
this.moveTo(animationOptions);
}
// animation
/**
* Center a node in view.
*
* @param {number} nodeId
* @param {number} [options]
*/
focus(nodeId, options = {}) {
if (this.body.nodes[nodeId] !== undefined) {
let nodePosition = {x: this.body.nodes[nodeId].x, y: this.body.nodes[nodeId].y};
options.position = nodePosition;
options.lockedOnNode = nodeId;
this.moveTo(options)
}
else {
console.log("Node: " + nodeId + " cannot be found.");
}
}
/**
*
* @param {Object} options | options.offset = {x:number, y:number} // offset from the center in DOM pixels
* | options.scale = number // scale to move to
* | options.position = {x:number, y:number} // position to move to
* | options.animation = {duration:number, easingFunction:String} || Boolean // position to move to
*/
moveTo(options) {
if (options === undefined) {
options = {};
return;
}
if (options.offset === undefined) {options.offset = {x: 0, y: 0}; }
if (options.offset.x === undefined) {options.offset.x = 0; }
if (options.offset.y === undefined) {options.offset.y = 0; }
if (options.scale === undefined) {options.scale = this.body.view.scale; }
if (options.position === undefined) {options.position = this.getViewPosition();}
if (options.animation === undefined) {options.animation = {duration:0}; }
if (options.animation === false ) {options.animation = {duration:0}; }
if (options.animation === true ) {options.animation = {}; }
if (options.animation.duration === undefined) {options.animation.duration = 1000; } // default duration
if (options.animation.easingFunction === undefined) {options.animation.easingFunction = "easeInOutQuad"; } // default easing function
this.animateView(options);
}
/**
*
* @param {Object} options | options.offset = {x:number, y:number} // offset from the center in DOM pixels
* | options.time = number // animation time in milliseconds
* | options.scale = number // scale to animate to
* | options.position = {x:number, y:number} // position to animate to
* | options.easingFunction = String // linear, easeInQuad, easeOutQuad, easeInOutQuad,
* // easeInCubic, easeOutCubic, easeInOutCubic,
* // easeInQuart, easeOutQuart, easeInOutQuart,
* // easeInQuint, easeOutQuint, easeInOutQuint
*/
animateView(options) {
if (options === undefined) {
return;
}
this.animationEasingFunction = options.animation.easingFunction;
// release if something focussed on the node
this.releaseNode();
if (options.locked === true) {
this.lockedOnNodeId = options.lockedOnNode;
this.lockedOnNodeOffset = options.offset;
}
// forcefully complete the old animation if it was still running
if (this.easingTime != 0) {
this._transitionRedraw(true); // by setting easingtime to 1, we finish the animation.
}
this.sourceScale = this.body.view.scale;
this.sourceTranslation = this.body.view.translation;
this.targetScale = options.scale;
// set the scale so the viewCenter is based on the correct zoom level. This is overridden in the transitionRedraw
// but at least then we'll have the target transition
this.body.view.scale = this.targetScale;
let viewCenter = this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
let distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
x: viewCenter.x - options.position.x,
y: viewCenter.y - options.position.y
};
this.targetTranslation = {
x: this.sourceTranslation.x + distanceFromCenter.x * this.targetScale + options.offset.x,
y: this.sourceTranslation.y + distanceFromCenter.y * this.targetScale + options.offset.y
};
// if the time is set to 0, don't do an animation
if (options.animation.duration === 0) {
if (this.lockedOnNodeId != undefined) {
this.viewFunction = this._lockedRedraw.bind(this);
this.body.emitter.on("initRedraw", this.viewFunction);
}
else {
this.body.view.scale = this.targetScale;
this.body.view.translation = this.targetTranslation;
this.body.emitter.emit("_requestRedraw");
}
}
else {
this.animationSpeed = 1 / (60 * options.animation.duration * 0.001) || 1 / 60; // 60 for 60 seconds, 0.001 for milli's
this.animationEasingFunction = options.animation.easingFunction;
this.viewFunction = this._transitionRedraw.bind(this);
this.body.emitter.on("initRedraw", this.viewFunction);
this.body.emitter.emit("_startRendering");
}
}
/**
* used to animate smoothly by hijacking the redraw function.
* @private
*/
_lockedRedraw() {
let nodePosition = {x: this.body.nodes[this.lockedOnNodeId].x, y: this.body.nodes[this.lockedOnNodeId].y};
let viewCenter = this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
let distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
x: viewCenter.x - nodePosition.x,
y: viewCenter.y - nodePosition.y
};
let sourceTranslation = this.body.view.translation;
let targetTranslation = {
x: sourceTranslation.x + distanceFromCenter.x * this.body.view.scale + this.lockedOnNodeOffset.x,
y: sourceTranslation.y + distanceFromCenter.y * this.body.view.scale + this.lockedOnNodeOffset.y
};
this.body.view.translation = targetTranslation;
}
/**
* Resets state of a locked on Node
*/
releaseNode() {
if (this.lockedOnNodeId !== undefined && this.viewFunction !== undefined) {
this.body.emitter.off("initRedraw", this.viewFunction);
this.lockedOnNodeId = undefined;
this.lockedOnNodeOffset = undefined;
}
}
/**
* @param {boolean} [finished=false]
* @private
*/
_transitionRedraw(finished = false) {
this.easingTime += this.animationSpeed;
this.easingTime = finished === true ? 1.0 : this.easingTime;
let progress = util.easingFunctions[this.animationEasingFunction](this.easingTime);
this.body.view.scale = this.sourceScale + (this.targetScale - this.sourceScale) * progress;
this.body.view.translation = {
x: this.sourceTranslation.x + (this.targetTranslation.x - this.sourceTranslation.x) * progress,
y: this.sourceTranslation.y + (this.targetTranslation.y - this.sourceTranslation.y) * progress
};
// cleanup
if (this.easingTime >= 1.0) {
this.body.emitter.off("initRedraw", this.viewFunction);
this.easingTime = 0;
if (this.lockedOnNodeId != undefined) {
this.viewFunction = this._lockedRedraw.bind(this);
this.body.emitter.on("initRedraw", this.viewFunction);
}
this.body.emitter.emit("animationFinished");
}
}
/**
*
* @returns {number}
*/
getScale() {
return this.body.view.scale;
}
/**
*
* @returns {{x: number, y: number}}
*/
getViewPosition() {
return this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
}
}
export default View;