vis.js is a dynamic, browser-based visualization library
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import PhysicsBase from './PhysicsBase';
class PhysicsWorker extends PhysicsBase {
constructor(postMessage) {
super();
this.body = {
nodes: {},
edges: {}
};
this.postMessage = postMessage;
this.previousStates = {};
this.toRemove = {
nodeIds: [],
edgeIds: []
};
this.isWorker = true;
this.emit = (event, data) => {this.postMessage({type: 'emit', data: {event: event, data: data}})};
}
handleMessage(event) {
var msg = event.data;
switch (msg.type) {
case 'physicsTick':
this.processRemovals();
this.physicsTick();
this.sendTickResults();
break;
case 'updatePositions':
this.receivePositions(msg.data);
break;
case 'updateProperties':
this.updateProperties(msg.data);
break;
case 'addElements':
this.addElements(msg.data);
break;
case 'removeElements':
this.removeElements(msg.data);
break;
case 'stabilize':
this.stabilize(msg.data);
break;
case 'setStabilized':
this.stabilized = msg.data;
break;
case 'stabilized':
this.startedStabilization = false;
this.stabilizationIterations = 0;
break;
case 'initPhysicsData':
console.debug('init physics data');
this.initPhysicsData(msg.data);
break;
case 'options':
this.options = msg.data;
this.timestep = this.options.timestep;
this.initPhysicsSolvers();
break;
default:
console.warn('unknown message from PhysicsEngine', msg);
}
}
sendTickResults() {
let nodeIndices = this.physicsBody.physicsNodeIndices;
let positions = {};
for (let i = 0; i < nodeIndices.length; i++) {
let nodeId = nodeIndices[i];
let node = this.body.nodes[nodeId];
positions[nodeId] = {x:node.x, y:node.y};
}
this.postMessage({
type: 'tickResults',
data: {
positions: positions,
stabilized: this.stabilized,
stabilizationIterations: this.stabilizationIterations
}
});
}
receivePositions(data) {
let updatedNode = this.body.nodes[data.id];
if (updatedNode) {
updatedNode.x = data.x;
updatedNode.y = data.y;
this.physicsBody.forces[updatedNode.id] = {x: 0, y: 0};
this.physicsBody.velocities[updatedNode.id] = {x: 0, y: 0};
}
}
stabilize(data) {
this.stabilized = false;
this.targetIterations = data.targetIterations;
this.stabilizationIterations = 0;
setTimeout(() => this._stabilizationBatch(), 0);
}
updateProperties(data) {
if (data.type === 'node') {
let optionsNode = this.body.nodes[data.id];
if (optionsNode) {
let opts = data.options;
if (opts.fixed) {
if (opts.fixed.x !== undefined) {
optionsNode.options.fixed.x = opts.fixed.x;
}
if (opts.fixed.y !== undefined) {
optionsNode.options.fixed.y = opts.fixed.y;
}
}
if (opts.mass !== undefined) {
optionsNode.options.mass = opts.mass;
}
if (opts.edges && opts.edges.length) {
optionsNode.edges.length = opts.edges.length;
}
} else {
console.warn('sending properties to unknown node', data.id, data.options);
}
} else if (data.type === 'edge') {
let edge = this.body.edges[data.id];
if (edge) {
let opts = data.options;
if (opts.connected) {
edge.connected = opts.connected;
}
} else {
console.warn('sending properties to unknown edge', data.id, data.options);
}
} else {
console.warn('sending properties to unknown element', data.id, data.options);
}
}
addElements(data, replaceElements = true) {
let nodeIds = Object.keys(data.nodes);
for (let i = 0; i < nodeIds.length; i++) {
let nodeId = nodeIds[i];
let newNode = data.nodes[nodeId];
if (replaceElements) {
this.body.nodes[nodeId] = newNode;
}
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};
}
if (this.physicsBody.physicsNodeIndices.indexOf(nodeId) === -1) {
this.physicsBody.physicsNodeIndices.push(nodeId);
}
}
let edgeIds = Object.keys(data.edges);
for (let i = 0; i < edgeIds.length; i++) {
let edgeId = edgeIds[i];
if (replaceElements) {
this.body.edges[edgeId] = data.edges[edgeId];
}
if (this.physicsBody.physicsEdgeIndices.indexOf(edgeId) === -1) {
this.physicsBody.physicsEdgeIndices.push(edgeId);
}
}
}
removeElements(data) {
// schedule removal of elements on the next physicsTick
// avoids having to defensively check every node read in each physics implementation
this.toRemove.nodeIds.push.apply(this.toRemove.nodeIds, data.nodeIds);
this.toRemove.edgeIds.push.apply(this.toRemove.edgeIds, data.edgeIds);
// Handle case where physics is disabled.
if (!this.options.enabled) {
this.processRemovals();
}
}
processRemovals() {
while (this.toRemove.nodeIds.length > 0) {
let nodeId = this.toRemove.nodeIds.pop();
let index = this.physicsBody.physicsNodeIndices.indexOf(nodeId);
if (index > -1) {
this.physicsBody.physicsNodeIndices.splice(index,1);
}
delete this.physicsBody.forces[nodeId];
delete this.physicsBody.velocities[nodeId];
delete this.body.nodes[nodeId];
}
while (this.toRemove.edgeIds.length > 0) {
let edgeId = this.toRemove.edgeIds.pop();
let index = this.physicsBody.physicsEdgeIndices.indexOf(edgeId);
if (index > -1) {
this.physicsBody.physicsEdgeIndices.splice(index,1);
}
delete this.body.edges[edgeId];
}
}
initPhysicsData(data) {
this.physicsBody.forces = {};
this.physicsBody.physicsNodeIndices = [];
this.physicsBody.physicsEdgeIndices = [];
this.body.nodes = data.nodes;
this.body.edges = data.edges;
this.addElements(data, false);
// clean deleted nodes from the velocity vector
for (let nodeId in this.physicsBody.velocities) {
if (this.body.nodes[nodeId] === undefined) {
delete this.physicsBody.velocities[nodeId];
}
}
}
/**
* Perform the actual step
*
* @param nodeId
* @param maxVelocity
* @returns {number}
* @private
*/
_performStep(nodeId,maxVelocity) {
let node = this.body.nodes[nodeId];
let timestep = this.timestep;
let forces = this.physicsBody.forces;
let velocities = this.physicsBody.velocities;
// store the state so we can revert
this.previousStates[nodeId] = {x:node.x, y:node.y, vx:velocities[nodeId].x, vy:velocities[nodeId].y};
if (node.options.fixed.x === false) {
let dx = this.modelOptions.damping * velocities[nodeId].x; // damping force
let ax = (forces[nodeId].x - dx) / node.options.mass; // acceleration
velocities[nodeId].x += ax * timestep; // velocity
velocities[nodeId].x = (Math.abs(velocities[nodeId].x) > maxVelocity) ? ((velocities[nodeId].x > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].x;
node.x += velocities[nodeId].x * timestep; // position
}
else {
forces[nodeId].x = 0;
velocities[nodeId].x = 0;
}
if (node.options.fixed.y === false) {
let dy = this.modelOptions.damping * velocities[nodeId].y; // damping force
let ay = (forces[nodeId].y - dy) / node.options.mass; // acceleration
velocities[nodeId].y += ay * timestep; // velocity
velocities[nodeId].y = (Math.abs(velocities[nodeId].y) > maxVelocity) ? ((velocities[nodeId].y > 0) ? maxVelocity : -maxVelocity) : velocities[nodeId].y;
node.y += velocities[nodeId].y * timestep; // position
}
else {
forces[nodeId].y = 0;
velocities[nodeId].y = 0;
}
let totalVelocity = Math.sqrt(Math.pow(velocities[nodeId].x,2) + Math.pow(velocities[nodeId].y,2));
return totalVelocity;
}
_finalizeStabilization() {
this.sendTickResults();
this.postMessage({
type: 'finalizeStabilization'
});
}
}
export default PhysicsWorker;