'use strict'
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let util = require('../../util');
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class LayoutEngine {
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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.options = {};
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this.optionsBackup = {};
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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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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.hierarchicalLevels = {};
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this.bindEventListeners();
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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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}
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setOptions(options, allOptions) {
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if (options !== undefined) {
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let prevHierarchicalState = this.options.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 (this.options.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 seperation is the right way up
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if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'DU') {
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if (this.options.hierarchical.levelSeparation > 0) {
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this.options.hierarchical.levelSeparation *= -1;
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}
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}
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else {
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if (this.options.hierarchical.levelSeparation < 0) {
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this.options.hierarchical.levelSeparation *= -1;
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}
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}
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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, we adapt the other options if needed.
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return this.adaptAllOptions(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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adaptAllOptions(allOptions) {
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if (this.options.hierarchical.enabled === true) {
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// set the physics
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if (allOptions.physics === undefined || allOptions.physics === true) {
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allOptions.physics = {solver: 'hierarchicalRepulsion'};
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this.optionsBackup.physics = {solver:'barnesHut'};
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}
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else if (typeof allOptions.physics === 'object') {
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this.optionsBackup.physics = {solver:'barnesHut'};
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if (allOptions.physics.solver !== undefined) {
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this.optionsBackup.physics = {solver:allOptions.physics.solver};
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}
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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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this.optionsBackup.physics = {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 = 'horizontal';
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if (this.options.hierarchical.direction === 'RL' || this.options.hierarchical.direction === 'LR') {
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type = 'vertical';
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}
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// disable smooth curves if nothing is defined. If smooth curves have been turned on, 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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// allow custom types except for dynamic
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if (allOptions.edges.smooth.type !== undefined && allOptions.edges.smooth.type !== 'dynamic') {
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type = allOptions.edges.smooth.type;
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}
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this.optionsBackup.edges = {
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smooth: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
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type:allOptions.edges.smooth.type === undefined ? 'dynamic' : allOptions.edges.smooth.type,
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roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
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forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.smooth.forceDirection
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};
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allOptions.edges.smooth = {
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enabled: allOptions.edges.smooth.enabled === undefined ? true : allOptions.edges.smooth.enabled,
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type:type,
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roundness: allOptions.edges.smooth.roundness === undefined ? 0.5 : allOptions.edges.smooth.roundness,
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forceDirection: allOptions.edges.smooth.forceDirection === undefined ? false : allOptions.edges.smooth.forceDirection
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}
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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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seededRandom() {
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let x = Math.sin(this.randomSeed++) * 10000;
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return x - Math.floor(x);
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}
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positionInitially(nodesArray) {
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if (this.options.hierarchical.enabled !== true) {
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this.randomSeed = this.initialRandomSeed;
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for (let i = 0; i < nodesArray.length; i++) {
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let node = nodesArray[i];
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let radius = 10 * 0.1 * nodesArray.length + 10;
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let angle = 2 * Math.PI * this.seededRandom();
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if (node.x === undefined) {
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node.x = radius * Math.cos(angle);
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}
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if (node.y === undefined) {
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node.y = radius * Math.sin(angle);
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}
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}
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}
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}
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/**
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* Use KamadaKawai to position nodes. This is quite a heavy algorithm so if there are a lot of nodes we
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* cluster them first to reduce the amount.
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*/
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layoutNetwork() {
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if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
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// first check if we should KamadaKawai to layout. The threshold is if less than half of the visible
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// nodes have predefined positions we use this.
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let positionDefined = 0;
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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let node = this.body.nodes[this.body.nodeIndices[i]];
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if (node.predefinedPosition === true) {
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positionDefined += 1;
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}
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}
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// if less than half of the nodes have a predefined position we continue
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if (positionDefined < 0.5 * this.body.nodeIndices.length) {
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let MAX_LEVELS = 200;
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let levels = 0;
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let clusterThreshold = 100;
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// if there are a lot of nodes, we cluster before we run the algorithm.
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if (this.body.nodeIndices.length > clusterThreshold) {
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let startLength = this.body.nodeIndices.length;
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while (this.body.nodeIndices.length > clusterThreshold) {
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levels += 1;
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let before = this.body.nodeIndices.length;
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// if there are many nodes we do a hubsize cluster
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if (levels % 3 === 0) {
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this.body.modules.clustering.clusterBridges();
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}
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else {
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this.body.modules.clustering.clusterOutliers();
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}
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let after = this.body.nodeIndices.length;
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if ((before == after && levels % 3 !== 0) || levels > MAX_LEVELS) {
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this._declusterAll();
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console.info("This network could not be positioned by this version of the improved layout algorithm.");
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return;
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}
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}
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// increase the size of the edges
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this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150, 2 * startLength)})
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}
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// position the system for these nodes and edges
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this.body.modules.kamadaKawai.solve(this.body.nodeIndices, this.body.edgeIndices, true);
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// uncluster all clusters
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this._declusterAll();
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// reposition all bezier nodes.
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this.body.emitter.emit("_repositionBezierNodes");
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}
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}
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}
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_declusterAll() {
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let clustersPresent = true;
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while (clustersPresent === true) {
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clustersPresent = false;
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for (let i = 0; i < this.body.nodeIndices.length; i++) {
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if (this.body.nodes[this.body.nodeIndices[i]].isCluster === true) {
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clustersPresent = true;
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this.body.modules.clustering.openCluster(this.body.nodeIndices[i], {}, false);
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}
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}
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if (clustersPresent === true) {
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this.body.emitter.emit('_dataChanged');
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}
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}
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}
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getSeed() {
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return this.initialRandomSeed;
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}
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/**
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* This is the main function to layout the nodes in a hierarchical way.
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* It checks if the node details are supplied correctly
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*
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* @private
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*/
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setupHierarchicalLayout() {
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if (this.options.hierarchical.enabled === true && this.body.nodeIndices.length > 0) {
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// get the size of the largest hubs and check if the user has defined a level for a node.
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let node, nodeId;
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let definedLevel = false;
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let undefinedLevel = false;
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this.hierarchicalLevels = {};
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this.nodeSpacing = 100;
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.options.level !== undefined) {
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definedLevel = true;
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this.hierarchicalLevels[nodeId] = node.options.level;
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}
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else {
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undefinedLevel = true;
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}
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}
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}
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// if the user defined some levels but not all, alert and run without hierarchical layout
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if (undefinedLevel === true && definedLevel === true) {
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throw new Error('To use the hierarchical layout, nodes require either no predefined levels or levels have to be defined for all nodes.');
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return;
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}
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else {
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// setup the system to use hierarchical method.
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//this._changeConstants();
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// define levels if undefined by the users. Based on hubsize
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if (undefinedLevel === true) {
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if (this.options.hierarchical.sortMethod === 'hubsize') {
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this._determineLevelsByHubsize();
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}
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else if (this.options.hierarchical.sortMethod === 'directed' || 'direction') {
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this._determineLevelsDirected();
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}
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}
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// check the distribution of the nodes per level.
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let distribution = this._getDistribution();
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// place the nodes on the canvas.
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this._placeNodesByHierarchy(distribution);
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}
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}
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}
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/**
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* This function places the nodes on the canvas based on the hierarchial distribution.
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*
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* @param {Object} distribution | obtained by the function this._getDistribution()
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* @private
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*/
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_placeNodesByHierarchy(distribution) {
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let nodeId, node;
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this.positionedNodes = {};
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// start placing all the level 0 nodes first. Then recursively position their branches.
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for (let level in distribution) {
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if (distribution.hasOwnProperty(level)) {
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for (nodeId in distribution[level].nodes) {
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if (distribution[level].nodes.hasOwnProperty(nodeId)) {
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node = distribution[level].nodes[nodeId];
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if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
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if (node.x === undefined) {node.x = distribution[level].distance;}
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distribution[level].distance = node.x + this.nodeSpacing;
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}
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else {
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if (node.y === undefined) {node.y = distribution[level].distance;}
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distribution[level].distance = node.y + this.nodeSpacing;
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}
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this.positionedNodes[nodeId] = true;
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this._placeBranchNodes(node.edges,node.id,distribution,level);
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}
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}
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}
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}
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}
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/**
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* This function get the distribution of levels based on hubsize
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*
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* @returns {Object}
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* @private
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*/
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_getDistribution() {
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let distribution = {};
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let nodeId, node;
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// 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.
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// the fix of X is removed after the x value has been set.
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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let level = this.hierarchicalLevels[nodeId] === undefined ? 0 : this.hierarchicalLevels[nodeId];
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if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
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node.y = this.options.hierarchical.levelSeparation * level;
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node.options.fixed.y = true;
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}
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else {
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node.x = this.options.hierarchical.levelSeparation * level;
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node.options.fixed.x = true;
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}
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if (distribution[level] === undefined) {
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distribution[level] = {amount: 0, nodes: {}, distance: 0};
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}
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distribution[level].amount += 1;
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distribution[level].nodes[nodeId] = node;
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}
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}
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return distribution;
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}
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/**
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* Get the hubsize from all remaining unlevelled nodes.
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*
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* @returns {number}
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* @private
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*/
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_getHubSize() {
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let hubSize = 0;
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for (let nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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let node = this.body.nodes[nodeId];
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if (this.hierarchicalLevels[nodeId] === undefined) {
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hubSize = node.edges.length < hubSize ? hubSize : node.edges.length;
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}
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}
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}
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return hubSize;
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}
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/**
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* this function allocates nodes in levels based on the recursive branching from the largest hubs.
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*
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* @param hubsize
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* @private
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*/
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_determineLevelsByHubsize() {
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let nodeId, node;
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let hubSize = 1;
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while (hubSize > 0) {
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// determine hubs
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hubSize = this._getHubSize();
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if (hubSize === 0)
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break;
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.edges.length === hubSize) {
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this._setLevelByHubsize(0, node);
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}
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}
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}
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}
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}
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/**
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* this function is called recursively to enumerate the barnches of the largest hubs and give each node a level.
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*
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* @param level
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* @param edges
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* @param parentId
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* @private
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*/
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_setLevelByHubsize(level, node) {
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if (this.hierarchicalLevels[node.id] !== undefined)
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return;
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let childNode;
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this.hierarchicalLevels[node.id] = level;
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for (let i = 0; i < node.edges.length; i++) {
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if (node.edges[i].toId === node.id) {
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childNode = node.edges[i].from;
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}
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else {
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childNode = node.edges[i].to;
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}
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this._setLevelByHubsize(level + 1, childNode);
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}
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}
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/**
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* this function allocates nodes in levels based on the direction of the edges
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*
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* @param hubsize
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* @private
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*/
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_determineLevelsDirected() {
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let nodeId, node;
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let minLevel = 10000;
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// set first node to source
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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this._setLevelDirected(minLevel,node);
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}
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}
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// get the minimum level
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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minLevel = this.hierarchicalLevels[nodeId] < minLevel ? this.hierarchicalLevels[nodeId] : minLevel;
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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 (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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this.hierarchicalLevels[nodeId] -= minLevel;
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}
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}
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}
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/**
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* this function is called recursively to enumerate the branched of the first node and give each node a level based on edge direction
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*
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* @param level
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* @param edges
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* @param parentId
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* @private
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*/
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_setLevelDirected(level, node) {
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if (this.hierarchicalLevels[node.id] !== undefined)
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return;
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let childNode;
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this.hierarchicalLevels[node.id] = level;
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for (let i = 0; i < node.edges.length; i++) {
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if (node.edges[i].toId === node.id) {
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childNode = node.edges[i].from;
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this._setLevelDirected(level - 1, childNode);
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}
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else {
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childNode = node.edges[i].to;
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this._setLevelDirected(level + 1, childNode);
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}
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}
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}
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/**
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* This is a recursively called function to enumerate the branches from the largest hubs and place the nodes
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* on a X position that ensures there will be no overlap.
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*
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* @param edges
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* @param parentId
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* @param distribution
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* @param parentLevel
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* @private
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*/
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_placeBranchNodes(edges, parentId, distribution, parentLevel) {
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for (let i = 0; i < edges.length; i++) {
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let childNode = undefined;
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let parentNode = undefined;
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if (edges[i].toId === parentId) {
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childNode = edges[i].from;
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parentNode = edges[i].to;
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}
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else {
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childNode = edges[i].to;
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parentNode = edges[i].from;
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}
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let childNodeLevel = this.hierarchicalLevels[childNode.id];
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if (this.positionedNodes[childNode.id] === undefined) {
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// if a node is conneceted to another node on the same level (or higher (means lower level))!, this is not handled here.
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if (childNodeLevel > parentLevel) {
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if (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU') {
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if (childNode.x === undefined) {
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childNode.x = Math.max(distribution[childNodeLevel].distance, parentNode.x);
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}
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distribution[childNodeLevel].distance = childNode.x + this.nodeSpacing;
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this.positionedNodes[childNode.id] = true;
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}
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else {
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if (childNode.y === undefined) {
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childNode.y = Math.max(distribution[childNodeLevel].distance, parentNode.y)
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}
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distribution[childNodeLevel].distance = childNode.y + this.nodeSpacing;
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}
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this.positionedNodes[childNode.id] = true;
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if (childNode.edges.length > 1) {
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this._placeBranchNodes(childNode.edges, childNode.id, distribution, childNodeLevel);
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}
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}
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}
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}
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}
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}
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export default LayoutEngine;
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