vis.js is a dynamic, browser-based visualization library
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/**
* Created by Alex on 2/23/2015.
*/
import {BarnesHutSolver} from "./components/physics/BarnesHutSolver";
import {Repulsion} from "./components/physics/RepulsionSolver";
import {HierarchicalRepulsion} from "./components/physics/HierarchicalRepulsionSolver";
import {SpringSolver} from "./components/physics/SpringSolver";
import {HierarchicalSpringSolver} from "./components/physics/HierarchicalSpringSolver";
import {CentralGravitySolver} from "./components/physics/CentralGravitySolver";
class PhysicsEngine {
constructor(body, options) {
this.body = body;
this.physicsBody = {calculationNodes: {}, calculationNodeIndices:[], forces: {}, velocities: {}};
this.previousStates = {};
this.setOptions(options);
}
setOptions(options) {
if (options !== undefined) {
this.options = options;
this.init();
}
}
init() {
var options;
if (this.options.model == "repulsion") {
options = this.options.repulsion;
this.nodesSolver = new Repulsion(this.body, this.physicsBody, options);
this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
}
else if (this.options.model == "hierarchicalRepulsion") {
options = this.options.hierarchicalRepulsion;
this.nodesSolver = new HierarchicalRepulsion(this.body, this.physicsBody, options);
this.edgesSolver = new HierarchicalSpringSolver(this.body, this.physicsBody, options);
}
else { // barnesHut
options = this.options.barnesHut;
this.nodesSolver = new BarnesHutSolver(this.body, this.physicsBody, options);
this.edgesSolver = new SpringSolver(this.body, this.physicsBody, options);
}
this.gravitySolver = new CentralGravitySolver(this.body, this.physicsBody, options);
this.modelOptions = options;
}
/**
* Smooth curves are created by adding invisible nodes in the center of the edges. These nodes are also
* handled in the calculateForces function. We then use a quadratic curve with the center node as control.
* This function joins the datanodes and invisible (called support) nodes into one object.
* We do this so we do not contaminate this.body.nodes with the support nodes.
*
* @private
*/
_updateCalculationNodes() {
this.physicsBody.calculationNodes = {};
this.physicsBody.forces = {};
this.physicsBody.calculationNodeIndices = [];
for (let i = 0; i < this.body.nodeIndices.length; i++) {
let nodeId = this.body.nodeIndices[i];
this.physicsBody.calculationNodes[nodeId] = this.body.nodes[nodeId];
}
// if support nodes are used, we have them here
var supportNodes = this.body.supportNodes;
for (let i = 0; i < this.body.supportNodeIndices.length; i++) {
let supportNodeId = this.body.supportNodeIndices[i];
if (this.body.edges[supportNodes[supportNodeId].parentEdgeId] !== undefined) {
this.physicsBody.calculationNodes[supportNodeId] = supportNodes[supportNodeId];
}
else {
console.error("Support node detected that does not have an edge!")
}
}
this.physicsBody.calculationNodeIndices = Object.keys(this.physicsBody.calculationNodes);
for (let i = 0; i < this.physicsBody.calculationNodeIndices.length; i++) {
let nodeId = this.physicsBody.calculationNodeIndices[i];
this.physicsBody.forces[nodeId] = {x:0,y:0};
// forces can be reset because they are recalculated. Velocities have to persist.
if (this.physicsBody.velocities[nodeId] === undefined) {
this.physicsBody.velocities[nodeId] = {x:0,y:0};
}
}
// clean deleted nodes from the velocity vector
for (let nodeId in this.physicsBody.velocities) {
if (this.physicsBody.calculationNodes[nodeId] === undefined) {
delete this.physicsBody.velocities[nodeId];
}
}
}
revert() {
var nodeIds = Object.keys(this.previousStates);
var nodes = this.physicsBody.calculationNodes;
var velocities = this.physicsBody.velocities;
for (let i = 0; i < nodeIds.length; i++) {
let nodeId = nodeIds[i];
if (nodes[nodeId] !== undefined) {
velocities[nodeId].x = this.previousStates[nodeId].vx;
velocities[nodeId].y = this.previousStates[nodeId].vy;
nodes[nodeId].x = this.previousStates[nodeId].x;
nodes[nodeId].y = this.previousStates[nodeId].y;
}
else {
delete this.previousStates[nodeId];
}
}
}
moveNodes() {
var nodesPresent = false;
var nodeIndices = this.physicsBody.calculationNodeIndices;
var maxVelocity = this.options.maxVelocity === 0 ? 1e9 : this.options.maxVelocity;
var moving = false;
var vminCorrected = this.options.minVelocity / Math.max(this.body.functions.getScale(),0.05);
for (let i = 0; i < nodeIndices.length; i++) {
let nodeId = nodeIndices[i];
let nodeVelocity = this._performStep(nodeId, maxVelocity);
moving = nodeVelocity > vminCorrected;
nodesPresent = true;
}
if (nodesPresent == true) {
if (vminCorrected > 0.5*this.options.maxVelocity) {
return true;
}
else {
return moving;
}
}
return false;
}
_performStep(nodeId,maxVelocity) {
var node = this.physicsBody.calculationNodes[nodeId];
var timestep = this.options.timestep;
var forces = this.physicsBody.forces;
var velocities = this.physicsBody.velocities;
// store the state so we can revert
this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
if (!node.xFixed) {
let dx = this.modelOptions.damping * velocities[nodeId].x; // damping force
let ax = (forces[nodeId].x - dx) / node.options.mass; // acceleration
velocities[nodeId].x += ax * timestep; // velocity
velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
node.x += velocities[nodeId].x * timestep; // position
}
else {
forces[nodeId].x = 0;
velocities[nodeId].x = 0;
}
if (!node.yFixed) {
let dy = this.modelOptions.damping * velocities[nodeId].y; // damping force
let ay = (forces[nodeId].y - dy) / node.options.mass; // acceleration
velocities[nodeId].y += ay * timestep; // velocity
velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
node.y += velocities[nodeId].y * timestep; // position
}
else {
forces[nodeId].y = 0;
velocities[nodeId].y = 0;
}
var totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
return totalVelocity;
}
calculateForces() {
this.gravitySolver.solve();
this.nodesSolver.solve();
this.edgesSolver.solve();
}
}
export {PhysicsEngine};