// Load custom shapes into CanvasRenderingContext2D
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require('./shapes');
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var Emitter = require('emitter-component');
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var Hammer = require('../module/hammer');
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var util = require('../util');
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var DataSet = require('../DataSet');
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var DataView = require('../DataView');
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var dotparser = require('./dotparser');
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var gephiParser = require('./gephiParser');
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var Images = require('./Images');
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var Activator = require('../shared/Activator');
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import Groups from './modules/Groups';
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import NodesHandler from './modules/NodesHandler';
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import EdgesHandler from './modules/EdgesHandler';
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import PhysicsEngine from './modules/PhysicsEngine';
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import ClusterEngine from './modules/Clustering';
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import CanvasRenderer from './modules/CanvasRenderer';
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import Canvas from './modules/Canvas';
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import View from './modules/View';
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import InteractionHandler from './modules/InteractionHandler';
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import SelectionHandler from "./modules/SelectionHandler";
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import LayoutEngine from "./modules/LayoutEngine";
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import ManipulationSystem from "./modules/ManipulationSystem";
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import ConfigurationSystem from "./modules/ConfigurationSystem";
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/**
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* @constructor Network
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* Create a network visualization, displaying nodes and edges.
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*
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* @param {Element} container The DOM element in which the Network will
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* be created. Normally a div element.
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* @param {Object} data An object containing parameters
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* {Array} nodes
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* {Array} edges
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* @param {Object} options Options
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*/
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function Network (container, data, options) {
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if (!(this instanceof Network)) {
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throw new SyntaxError('Constructor must be called with the new operator');
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}
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// set constant values
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this.options = {};
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this.defaultOptions = {
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clickToUse: false
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};
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util.extend(this.options, this.defaultOptions);
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// containers for nodes and edges
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this.body = {
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nodes: {},
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nodeIndices: [],
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edges: {},
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edgeIndices: [],
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data: {
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nodes: null, // A DataSet or DataView
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edges: null // A DataSet or DataView
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},
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functions:{
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createNode: () => {},
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createEdge: () => {},
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getPointer: () => {}
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},
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emitter: {
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on: this.on.bind(this),
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off: this.off.bind(this),
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emit: this.emit.bind(this),
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once: this.once.bind(this)
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},
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eventListeners: {
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onTap: function() {},
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onTouch: function() {},
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onDoubleTap: function() {},
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onHold: function() {},
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onDragStart: function() {},
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onDrag: function() {},
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onDragEnd: function() {},
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onMouseWheel: function() {},
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onPinch: function() {},
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onMouseMove: function() {},
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onRelease: function() {}
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},
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container: container,
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view: {
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scale:1,
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translation:{x:0,y:0}
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}
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};
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// bind the event listeners
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this.bindEventListeners();
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// setting up all modules
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var images = new Images(() => this.body.emitter.emit("_requestRedraw")); // object with images
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this.groups = new Groups(); // object with groups
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this.canvas = new Canvas(this.body); // DOM handler
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this.selectionHandler = new SelectionHandler(this.body, this.canvas); // Selection handler
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this.interactionHandler = new InteractionHandler(this.body, this.canvas, this.selectionHandler); // Interaction handler handles all the hammer bindings (that are bound by canvas), key
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this.view = new View(this.body, this.canvas); // camera handler, does animations and zooms
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this.renderer = new CanvasRenderer(this.body, this.canvas); // renderer, starts renderloop, has events that modules can hook into
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this.physics = new PhysicsEngine(this.body); // physics engine, does all the simulations
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this.layoutEngine = new LayoutEngine(this.body); // layout engine for inital layout and hierarchical layout
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this.clustering = new ClusterEngine(this.body); // clustering api
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this.manipulation = new ManipulationSystem(this.body, this.canvas, this.selectionHandler); // data manipulation system
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this.nodesHandler = new NodesHandler(this.body, images, this.groups, this.layoutEngine); // Handle adding, deleting and updating of nodes as well as global options
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this.edgesHandler = new EdgesHandler(this.body, images, this.groups); // Handle adding, deleting and updating of edges as well as global options
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this.configurationSystem = new ConfigurationSystem(this);
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// create the DOM elements
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this.canvas._create();
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// apply options
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this.setOptions(options);
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// load data (the disable start variable will be the same as the enabled clustering)
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this.setData(data);
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}
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// Extend Network with an Emitter mixin
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Emitter(Network.prototype);
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/**
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* Set options
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* @param {Object} options
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*/
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Network.prototype.setOptions = function (options) {
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if (options !== undefined) {
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// the hierarchical system can adapt the edges and the physics to it's own options because not all combinations work with the hierarichical system.
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options = this.layoutEngine.setOptions(options.layout, options);
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// pass the options to the modules
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this.groups.setOptions(options.groups);
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this.nodesHandler.setOptions(options.nodes);
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this.edgesHandler.setOptions(options.edges);
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this.physics.setOptions(options.physics);
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this.canvas.setOptions(options.canvas);
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this.renderer.setOptions(options.rendering);
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this.view.setOptions(options.view);
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this.interactionHandler.setOptions(options.interaction);
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this.selectionHandler.setOptions(options.selection);
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this.clustering.setOptions(options.clustering);
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this.manipulation.setOptions(options.manipulation);
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this.configurationSystem.setOptions(options);
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// handle network global options
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if (options.clickToUse !== undefined) {
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if (options.clickToUse === true) {
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if (this.activator === undefined) {
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this.activator = new Activator(this.frame);
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this.activator.on('change', this._createKeyBinds.bind(this));
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}
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}
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else {
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if (this.activator !== undefined) {
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this.activator.destroy();
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delete this.activator;
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}
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this.body.emitter.emit("activate");
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}
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}
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else {
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this.body.emitter.emit("activate");
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}
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this.canvas.setSize();
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// start the physics simulation. Can be safely called multiple times.
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this.body.emitter.emit("startSimulation");
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}
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};
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/**
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* Update the this.body.nodeIndices with the most recent node index list
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* @private
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*/
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Network.prototype._updateVisibleIndices = function() {
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let nodes = this.body.nodes;
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let edges = this.body.edges;
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this.body.nodeIndices = [];
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this.body.edgeIndices = [];
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for (let nodeId in nodes) {
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if (nodes.hasOwnProperty(nodeId)) {
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if (nodes[nodeId].options.hidden === false) {
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this.body.nodeIndices.push(nodeId);
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}
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}
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}
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for (let edgeId in edges) {
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if (edges.hasOwnProperty(edgeId)) {
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if (edges[edgeId].options.hidden === false) {
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this.body.edgeIndices.push(edgeId);
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}
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}
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}
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};
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Network.prototype.bindEventListeners = function() {
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// this event will trigger a rebuilding of the cache everything. Used when nodes or edges have been added or removed.
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this.body.emitter.on("_dataChanged", (params) => {
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// update shortcut lists
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this._updateVisibleIndices();
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this.physics.updatePhysicsIndices();
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// call the dataUpdated event because the only difference between the two is the updating of the indices
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this.body.emitter.emit("_dataUpdated");
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});
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// this is called when options of EXISTING nodes or edges have changed.
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this.body.emitter.on("_dataUpdated", () => {
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// update values
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this._updateValueRange(this.body.nodes);
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this._updateValueRange(this.body.edges);
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// start simulation (can be called safely, even if already running)
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this.body.emitter.emit("startSimulation");
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});
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}
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/**
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* Set nodes and edges, and optionally options as well.
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*
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* @param {Object} data Object containing parameters:
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* {Array | DataSet | DataView} [nodes] Array with nodes
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* {Array | DataSet | DataView} [edges] Array with edges
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* {String} [dot] String containing data in DOT format
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* {String} [gephi] String containing data in gephi JSON format
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* {Options} [options] Object with options
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* @param {Boolean} [disableStart] | optional: disable the calling of the start function.
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*/
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Network.prototype.setData = function(data) {
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// reset the physics engine.
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this.body.emitter.emit("resetPhysics");
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this.body.emitter.emit("_resetData");
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// unselect all to ensure no selections from old data are carried over.
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this.selectionHandler.unselectAll();
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if (data && data.dot && (data.nodes || data.edges)) {
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throw new SyntaxError('Data must contain either parameter "dot" or ' +
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' parameter pair "nodes" and "edges", but not both.');
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}
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// set options
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this.setOptions(data && data.options);
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// set all data
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if (data && data.dot) {
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// parse DOT file
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if(data && data.dot) {
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var dotData = dotparser.DOTToGraph(data.dot);
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this.setData(dotData);
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return;
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}
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}
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else if (data && data.gephi) {
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// parse DOT file
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if(data && data.gephi) {
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var gephiData = gephiParser.parseGephi(data.gephi);
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this.setData(gephiData);
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return;
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}
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}
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else {
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this.nodesHandler.setData(data && data.nodes, true);
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this.edgesHandler.setData(data && data.edges, true);
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}
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// emit change in data
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this.body.emitter.emit("_dataChanged");
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// find a stable position or start animating to a stable position
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this.body.emitter.emit("initPhysics");
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};
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/**
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* Cleans up all bindings of the network, removing it fully from the memory IF the variable is set to null after calling this function.
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* var network = new vis.Network(..);
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* network.destroy();
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* network = null;
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*/
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Network.prototype.destroy = function() {
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this.body.emitter.emit("destroy");
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// clear events
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this.body.emitter.off();
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// remove the container and everything inside it recursively
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util.recursiveDOMDelete(this.body.container);
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};
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/**
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* Update the values of all object in the given array according to the current
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* value range of the objects in the array.
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* @param {Object} obj An object containing a set of Edges or Nodes
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* The objects must have a method getValue() and
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* setValueRange(min, max).
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* @private
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*/
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Network.prototype._updateValueRange = function(obj) {
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var id;
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// determine the range of the objects
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var valueMin = undefined;
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var valueMax = undefined;
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var valueTotal = 0;
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for (id in obj) {
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if (obj.hasOwnProperty(id)) {
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var value = obj[id].getValue();
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if (value !== undefined) {
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valueMin = (valueMin === undefined) ? value : Math.min(value, valueMin);
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valueMax = (valueMax === undefined) ? value : Math.max(value, valueMax);
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valueTotal += value;
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}
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}
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}
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// adjust the range of all objects
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if (valueMin !== undefined && valueMax !== undefined) {
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for (id in obj) {
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if (obj.hasOwnProperty(id)) {
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obj[id].setValueRange(valueMin, valueMax, valueTotal);
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}
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}
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}
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};
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/**
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* Load the XY positions of the nodes into the dataset.
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*/
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Network.prototype.storePositions = function() {
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// todo: incorporate fixed instead of allowedtomove, add support for clusters and hierarchical.
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var dataArray = [];
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for (var nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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var node = this.body.nodes[nodeId];
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var allowedToMoveX = !this.body.nodes.xFixed;
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var allowedToMoveY = !this.body.nodes.yFixed;
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if (this.body.data.nodes._data[nodeId].x != Math.round(node.x) || this.body.data.nodes._data[nodeId].y != Math.round(node.y)) {
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dataArray.push({id:nodeId,x:Math.round(node.x),y:Math.round(node.y),allowedToMoveX:allowedToMoveX,allowedToMoveY:allowedToMoveY});
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}
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}
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}
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this.body.data.nodes.update(dataArray);
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};
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/**
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* Return the positions of the nodes.
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*/
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Network.prototype.getPositions = function(ids) {
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var dataArray = {};
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if (ids !== undefined) {
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if (Array.isArray(ids) === true) {
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for (var i = 0; i < ids.length; i++) {
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if (this.body.nodes[ids[i]] !== undefined) {
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var node = this.body.nodes[ids[i]];
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dataArray[ids[i]] = {x: Math.round(node.x), y: Math.round(node.y)};
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}
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}
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}
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else {
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if (this.body.nodes[ids] !== undefined) {
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var node = this.body.nodes[ids];
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dataArray[ids] = {x: Math.round(node.x), y: Math.round(node.y)};
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}
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}
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}
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else {
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for (var nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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var node = this.body.nodes[nodeId];
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dataArray[nodeId] = {x: Math.round(node.x), y: Math.round(node.y)};
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}
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}
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}
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return dataArray;
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};
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/**
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* Returns true when the Network is active.
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* @returns {boolean}
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*/
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Network.prototype.isActive = function () {
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return !this.activator || this.activator.active;
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};
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/**
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* Check if a node is a cluster.
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* @param nodeId
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* @returns {*}
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*/
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Network.prototype.isCluster = function(nodeId) {
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if (this.body.nodes[nodeId] !== undefined) {
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return this.body.nodes[nodeId].isCluster;
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}
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else {
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console.log("Node does not exist.")
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return false;
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}
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};
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Network.prototype.getBoundingBox = function(nodeId) {
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if (this.body.nodes[nodeId] !== undefined) {
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return this.body.nodes[nodeId].boundingBox;
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}
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}
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Network.prototype.getConnectedNodes = function(nodeId) {
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var nodeList = [];
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if (this.body.nodes[nodeId] !== undefined) {
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var node = this.body.nodes[nodeId];
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var nodeObj = {nodeId : true}; // used to quickly check if node already exists
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for (var i = 0; i < node.edges.length; i++) {
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var edge = node.edges[i];
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if (edge.toId === nodeId) {
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if (nodeObj[edge.fromId] === undefined) {
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nodeList.push(edge.fromId);
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nodeObj[edge.fromId] = true;
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}
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}
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else if (edge.fromId === nodeId) {
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if (nodeObj[edge.toId] === undefined) {
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nodeList.push(edge.toId)
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nodeObj[edge.toId] = true;
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}
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}
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}
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}
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return nodeList;
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}
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Network.prototype.getEdgesFromNode = function(nodeId) {
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var edgesList = [];
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if (this.body.nodes[nodeId] !== undefined) {
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var node = this.body.nodes[nodeId];
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for (var i = 0; i < node.edges.length; i++) {
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edgesList.push(node.edges[i].id);
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}
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}
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return edgesList;
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}
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Network.prototype.generateColorObject = function(color) {
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return util.parseColor(color);
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}
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module.exports = Network;
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