'use strict';
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								let util = require('../../util');
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								var NetworkUtil = require('../NetworkUtil').default;
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								/**
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								 * Container for derived data on current network, relating to hierarchy.
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								 *
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								 * Local, private class.
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								 *
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								 * TODO: Perhaps move more code for hierarchy state handling to this class.
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								 *       Till now, only the required and most obvious has been done.
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								 */
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								class HierarchicalStatus {
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								  constructor() {
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								    this.childrenReference = {};
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								    this.parentReference = {};
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								    this.levels = {};
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								    this.trees = {};
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								    this.isTree = false;
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								  }
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								  /**
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								   * Add the relation between given nodes to the current state.
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								   */
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								  addRelation(parentNodeId, childNodeId) {
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								    if (this.childrenReference[parentNodeId] === undefined) {
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								      this.childrenReference[parentNodeId] = [];
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								    }
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								    this.childrenReference[parentNodeId].push(childNodeId);
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								    if (this.parentReference[childNodeId] === undefined) {
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								      this.parentReference[childNodeId] = [];
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								    }
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								    this.parentReference[childNodeId].push(parentNodeId);
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								  }
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								  /**
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								   * Check if the current state is for a tree or forest network.
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								   *
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								   * This is the case if every node has at most one parent.
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								   *
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								   * Pre: parentReference init'ed properly for current network
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								   */
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								  checkIfTree() {
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								    for (let i in this.parentReference) {
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								      if (this.parentReference[i].length > 1) {
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								        this.isTree = false;
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								        return;
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								      }
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								    }
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								    this.isTree = true;
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								  }
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								  /**
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								   * Ensure level for given id is defined.
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								   *
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								   * Sets level to zero for given node id if not already present
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								   */
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								  ensureLevel(nodeId) {
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								    if (this.levels[nodeId] === undefined) {
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								      this.levels[nodeId] = 0;
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								    }
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								  }
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								  /**
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								   * get the maximum level of a branch.
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								   *
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								   * TODO: Never entered; find a test case to test this!
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								   */
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								  getMaxLevel(nodeId) {
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								    let accumulator = {};
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								    let _getMaxLevel = (nodeId) => {
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								      if (accumulator[nodeId] !== undefined) {
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								        return accumulator[nodeId];
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								      }
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								      let level = this.levels[nodeId];
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								      if (this.childrenReference[nodeId]) {
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								        let children = this.childrenReference[nodeId];
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								        if (children.length > 0) {
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								          for (let i = 0; i < children.length; i++) {
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								            level = Math.max(level,_getMaxLevel(children[i]));
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								          }
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								        }
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								      }
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								      accumulator[nodeId] = level;
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								      return level;
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								    };
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								    return _getMaxLevel(nodeId);
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								  }
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								  levelDownstream(nodeA, nodeB) {
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								    if (this.levels[nodeB.id] === undefined) {
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								      // set initial level
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								      if (this.levels[nodeA.id] === undefined) {
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								        this.levels[nodeA.id] = 0;
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								      }
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								      // set level
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								      this.levels[nodeB.id] = this.levels[nodeA.id] + 1;
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								    }
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								  }
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								  /**
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								   * Small util method to set the minimum levels of the nodes to zero.
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								   */
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								  setMinLevelToZero(nodes) {
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								    let minLevel = 1e9;
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								    // get the minimum level
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								    for (let nodeId in nodes) {
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								      if (nodes.hasOwnProperty(nodeId)) {
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								        if (this.levels[nodeId] !== undefined) {
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								          minLevel = Math.min(this.levels[nodeId], minLevel);
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								        }
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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 (let nodeId in nodes) {
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								      if (nodes.hasOwnProperty(nodeId)) {
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								        if (this.levels[nodeId] !== undefined) {
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								          this.levels[nodeId] -= minLevel;
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								        }
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								      }
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								    }
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								  }
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								  /**
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								   * Get the min and max xy-coordinates of a given tree
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								   */
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								  getTreeSize(nodes, index) {
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								    let min_x = 1e9;
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								    let max_x = -1e9;
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								    let min_y = 1e9;
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								    let max_y = -1e9;
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								    for (let nodeId in this.trees) {
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								      if (this.trees.hasOwnProperty(nodeId)) {
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								        if (this.trees[nodeId] === index) {
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								          let node = nodes[nodeId];
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								          min_x = Math.min(node.x, min_x);
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								          max_x = Math.max(node.x, max_x);
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								          min_y = Math.min(node.y, min_y);
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								          max_y = Math.max(node.y, max_y);
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								        }
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								      }
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								    }
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								    return {
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								      min_x: min_x,
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								      max_x: max_x,
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								      min_y: min_y,
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								      max_y: max_y
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								    };
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								  }
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								}
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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.setPhysics = false;
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								    this.options = {};
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								    this.optionsBackup = {physics:{}};
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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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								        nodeSpacing: 100,
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								        treeSpacing: 200,
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								        blockShifting: true,
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								        edgeMinimization: true,
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								        parentCentralization: true,
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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.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 hierarchical = this.options.hierarchical;
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								      let prevHierarchicalState = 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 (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 separation is the right way up
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								        if (hierarchical.direction === 'RL' || hierarchical.direction === 'DU') {
							 | 
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								          if (hierarchical.levelSeparation > 0) {
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								            hierarchical.levelSeparation *= -1;
							 | 
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								          }
							 | 
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								        }
							 | 
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								        else {
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								          if (hierarchical.levelSeparation < 0) {
							 | 
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								            hierarchical.levelSeparation *= -1;
							 | 
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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,
							 | 
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								        // we adapt the other options if needed.
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								        return this.adaptAllOptionsForHierarchicalLayout(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');
							 | 
						|
								          return util.deepExtend(allOptions,this.optionsBackup);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    return allOptions;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  adaptAllOptionsForHierarchicalLayout(allOptions) {
							 | 
						|
								    if (this.options.hierarchical.enabled === true) {
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								      let backupPhysics = this.optionsBackup.physics;
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						|
								
							 | 
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								      // set the physics
							 | 
						|
								      if (allOptions.physics === undefined || allOptions.physics === true) {
							 | 
						|
								        allOptions.physics = {
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								          enabled: backupPhysics.enabled === undefined ? true : backupPhysics.enabled,
							 | 
						|
								          solver :'hierarchicalRepulsion'
							 | 
						|
								        };
							 | 
						|
								        backupPhysics.enabled = backupPhysics.enabled === undefined ? true : backupPhysics.enabled;
							 | 
						|
								        backupPhysics.solver = backupPhysics.solver || 'barnesHut';
							 | 
						|
								      }
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						|
								      else if (typeof allOptions.physics === 'object') {
							 | 
						|
								        backupPhysics.enabled = allOptions.physics.enabled === undefined ? true : allOptions.physics.enabled;
							 | 
						|
								        backupPhysics.solver  = allOptions.physics.solver  || 'barnesHut';
							 | 
						|
								        allOptions.physics.solver = 'hierarchicalRepulsion';
							 | 
						|
								      }
							 | 
						|
								      else if (allOptions.physics !== false) {
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								        backupPhysics.solver ='barnesHut';
							 | 
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								        allOptions.physics = {solver:'hierarchicalRepulsion'};
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      // get the type of static smooth curve in case it is required
							 | 
						|
								      // NOTE: 'type' here is for the curve, so it will be orthogonal to the network direction
							 | 
						|
								      let type = 'horizontal';
							 | 
						|
								      if (!this._isVertical()) {
							 | 
						|
								        type = 'vertical';  // sic
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      // disable smooth curves if nothing is defined. If smooth curves have been turned on,
							 | 
						|
								      // turn them into static smooth curves.
							 | 
						|
								      if (allOptions.edges === undefined) {
							 | 
						|
								        this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
							 | 
						|
								        allOptions.edges = {smooth: false};
							 | 
						|
								      }
							 | 
						|
								      else if (allOptions.edges.smooth === undefined) {
							 | 
						|
								        this.optionsBackup.edges = {smooth:{enabled:true, type:'dynamic'}};
							 | 
						|
								        allOptions.edges.smooth = false;
							 | 
						|
								      }
							 | 
						|
								      else {
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						|
								        if (typeof allOptions.edges.smooth === 'boolean') {
							 | 
						|
								          this.optionsBackup.edges = {smooth:allOptions.edges.smooth};
							 | 
						|
								          allOptions.edges.smooth = {enabled: allOptions.edges.smooth, type:type}
							 | 
						|
								        }
							 | 
						|
								        else {
							 | 
						|
								          let smooth =  allOptions.edges.smooth;
							 | 
						|
								
							 | 
						|
								          // allow custom types except for dynamic
							 | 
						|
								          if (smooth.type !== undefined && smooth.type !== 'dynamic') {
							 | 
						|
								            type = smooth.type;
							 | 
						|
								          }
							 | 
						|
								
							 | 
						|
								          // TODO: this is options merging; see if the standard routines can be used here.
							 | 
						|
								          this.optionsBackup.edges = {
							 | 
						|
								            smooth        : smooth.enabled        === undefined ? true     : smooth.enabled,
							 | 
						|
								            type          : smooth.type           === undefined ? 'dynamic': smooth.type,
							 | 
						|
								            roundness     : smooth.roundness      === undefined ? 0.5      : smooth.roundness,
							 | 
						|
								            forceDirection: smooth.forceDirection === undefined ? false    : smooth.forceDirection
							 | 
						|
								          };
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								          // NOTE: Copying an object to self; this is basically setting defaults for undefined variables
							 | 
						|
								          allOptions.edges.smooth = {
							 | 
						|
								            enabled       : smooth.enabled        === undefined ? true : smooth.enabled,
							 | 
						|
								            type          : type,
							 | 
						|
								            roundness     : smooth.roundness      === undefined ? 0.5  : smooth.roundness,
							 | 
						|
								            forceDirection: smooth.forceDirection === undefined ? false: smooth.forceDirection
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      // Force all edges into static smooth curves.
							 | 
						|
								      //Only applies to edges that do not use the global options for smooth.
							 | 
						|
								      this.body.emitter.emit('_forceDisableDynamicCurves', type);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    return allOptions;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  seededRandom() {
							 | 
						|
								    let x = Math.sin(this.randomSeed++) * 10000;
							 | 
						|
								    return x - Math.floor(x);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  positionInitially(nodesArray) {
							 | 
						|
								    if (this.options.hierarchical.enabled !== true) {
							 | 
						|
								      this.randomSeed = this.initialRandomSeed;
							 | 
						|
								      let radius = nodesArray.length + 50;
							 | 
						|
								      for (let i = 0; i < nodesArray.length; i++) {
							 | 
						|
								        let node = nodesArray[i];
							 | 
						|
								        let angle = 2 * Math.PI * this.seededRandom();
							 | 
						|
								        if (node.x === undefined) {
							 | 
						|
								          node.x = radius * Math.cos(angle);
							 | 
						|
								        }
							 | 
						|
								        if (node.y === undefined) {
							 | 
						|
								          node.y = radius * Math.sin(angle);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Use Kamada Kawai to position nodes. This is quite a heavy algorithm so if there are a lot of nodes we
							 | 
						|
								   * cluster them first to reduce the amount.
							 | 
						|
								   */
							 | 
						|
								  layoutNetwork() {
							 | 
						|
								    if (this.options.hierarchical.enabled !== true && this.options.improvedLayout === true) {
							 | 
						|
								      let indices = this.body.nodeIndices;
							 | 
						|
								
							 | 
						|
								      // first check if we should Kamada Kawai to layout. The threshold is if less than half of the visible
							 | 
						|
								      // nodes have predefined positions we use this.
							 | 
						|
								      let positionDefined = 0;
							 | 
						|
								      for (let i = 0; i < indices.length; i++) {
							 | 
						|
								        let node = this.body.nodes[indices[i]];
							 | 
						|
								        if (node.predefinedPosition === true) {
							 | 
						|
								          positionDefined += 1;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      // if less than half of the nodes have a predefined position we continue
							 | 
						|
								      if (positionDefined < 0.5 * indices.length) {
							 | 
						|
								        let MAX_LEVELS = 10;
							 | 
						|
								        let level = 0;
							 | 
						|
								        let clusterThreshold = 150;
							 | 
						|
								        // Performance enhancement, during clustering edges need only be simple straight lines.
							 | 
						|
								        // These options don't propagate outside the clustering phase.
							 | 
						|
								        let clusterOptions = {
							 | 
						|
								          clusterEdgeProperties:{
							 | 
						|
								            smooth: {
							 | 
						|
								              enabled: false
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        // if there are a lot of nodes, we cluster before we run the algorithm.
							 | 
						|
								        // NOTE: this part fails to find clusters for large scale-free networks, which should
							 | 
						|
								        //       be easily clusterable.
							 | 
						|
								        // TODO: examine why this is so
							 | 
						|
								        if (indices.length > clusterThreshold) {
							 | 
						|
								          let startLength = indices.length;
							 | 
						|
								          while (indices.length > clusterThreshold && level <= MAX_LEVELS) {
							 | 
						|
								            //console.time("clustering")
							 | 
						|
								            level += 1;
							 | 
						|
								            let before = indices.length;
							 | 
						|
								            // if there are many nodes we do a hubsize cluster
							 | 
						|
								            if (level % 3 === 0) {
							 | 
						|
								              this.body.modules.clustering.clusterBridges(clusterOptions);
							 | 
						|
								            }
							 | 
						|
								            else {
							 | 
						|
								              this.body.modules.clustering.clusterOutliers(clusterOptions);
							 | 
						|
								            }
							 | 
						|
								            let after = indices.length;
							 | 
						|
								            if (before == after && level % 3 !== 0) {
							 | 
						|
								              this._declusterAll();
							 | 
						|
								              this.body.emitter.emit("_layoutFailed");
							 | 
						|
								              console.info("This network could not be positioned by this version of the improved layout algorithm."
							 | 
						|
								                        +  " Please disable improvedLayout for better performance.");
							 | 
						|
								              return;
							 | 
						|
								            }
							 | 
						|
								            //console.timeEnd("clustering")
							 | 
						|
								            //console.log(before,level,after);
							 | 
						|
								          }
							 | 
						|
								          // increase the size of the edges
							 | 
						|
								          this.body.modules.kamadaKawai.setOptions({springLength: Math.max(150, 2 * startLength)})
							 | 
						|
								        }
							 | 
						|
								        if (level > MAX_LEVELS){
							 | 
						|
								          console.info("The clustering didn't succeed within the amount of interations allowed,"
							 | 
						|
								                     + " progressing with partial result.");
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        // position the system for these nodes and edges
							 | 
						|
								        this.body.modules.kamadaKawai.solve(indices, this.body.edgeIndices, true);
							 | 
						|
								
							 | 
						|
								        // shift to center point
							 | 
						|
								        this._shiftToCenter();
							 | 
						|
								
							 | 
						|
								        // perturb the nodes a little bit to force the physics to kick in
							 | 
						|
								        let offset = 70;
							 | 
						|
								        for (let i = 0; i < indices.length; i++) {
							 | 
						|
								          // Only perturb the nodes that aren't fixed
							 | 
						|
								          let node = this.body.nodes[indices[i]];
							 | 
						|
								          if (node.predefinedPosition === false) {
							 | 
						|
								            node.x += (0.5 - this.seededRandom())*offset;
							 | 
						|
								            node.y += (0.5 - this.seededRandom())*offset;
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        // uncluster all clusters
							 | 
						|
								        this._declusterAll();
							 | 
						|
								
							 | 
						|
								        // reposition all bezier nodes.
							 | 
						|
								        this.body.emitter.emit("_repositionBezierNodes");
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Move all the nodes towards to the center so gravitational pull wil not move the nodes away from view
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _shiftToCenter() {
							 | 
						|
								    let range = NetworkUtil.getRangeCore(this.body.nodes, this.body.nodeIndices);
							 | 
						|
								    let center = NetworkUtil.findCenter(range);
							 | 
						|
								    for (let i = 0; i < this.body.nodeIndices.length; i++) {
							 | 
						|
								      let node = this.body.nodes[this.body.nodeIndices[i]];
							 | 
						|
								      node.x -= center.x;
							 | 
						|
								      node.y -= center.y;
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  _declusterAll() {
							 | 
						|
								    let clustersPresent = true;
							 | 
						|
								    while (clustersPresent === true) {
							 | 
						|
								      clustersPresent = false;
							 | 
						|
								      for (let i = 0; i < this.body.nodeIndices.length; i++) {
							 | 
						|
								        if (this.body.nodes[this.body.nodeIndices[i]].isCluster === true) {
							 | 
						|
								          clustersPresent = true;
							 | 
						|
								          this.body.modules.clustering.openCluster(this.body.nodeIndices[i], {}, false);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								      if (clustersPresent === true) {
							 | 
						|
								        this.body.emitter.emit('_dataChanged');
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  getSeed() {
							 | 
						|
								    return this.initialRandomSeed;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This is the main function to layout the nodes in a hierarchical way.
							 | 
						|
								   * It checks if the node details are supplied correctly
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  setupHierarchicalLayout() {
							 | 
						|
								    if (this.options.hierarchical.enabled === true && this.body.nodeIndices.length > 0) {
							 | 
						|
								      // get the size of the largest hubs and check if the user has defined a level for a node.
							 | 
						|
								      let node, nodeId;
							 | 
						|
								      let definedLevel = false;
							 | 
						|
								      let definedPositions = true;
							 | 
						|
								      let undefinedLevel = false;
							 | 
						|
								      this.lastNodeOnLevel = {};
							 | 
						|
								      this.hierarchical = new HierarchicalStatus();
							 | 
						|
								      this.treeIndex = -1;
							 | 
						|
								
							 | 
						|
								      this.distributionOrdering = {};
							 | 
						|
								      this.distributionIndex = {};
							 | 
						|
								      this.distributionOrderingPresence = {};
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								      for (nodeId in this.body.nodes) {
							 | 
						|
								        if (this.body.nodes.hasOwnProperty(nodeId)) {
							 | 
						|
								          node = this.body.nodes[nodeId];
							 | 
						|
								          if (node.options.x === undefined && node.options.y === undefined) {
							 | 
						|
								            definedPositions = false;
							 | 
						|
								          }
							 | 
						|
								          if (node.options.level !== undefined) {
							 | 
						|
								            definedLevel = true;
							 | 
						|
								            this.hierarchical.levels[nodeId] = node.options.level;
							 | 
						|
								          }
							 | 
						|
								          else {
							 | 
						|
								            undefinedLevel = true;
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      // if the user defined some levels but not all, alert and run without hierarchical layout
							 | 
						|
								      if (undefinedLevel === true && definedLevel === true) {
							 | 
						|
								        throw new Error('To use the hierarchical layout, nodes require either no predefined levels'
							 | 
						|
								                      + ' or levels have to be defined for all nodes.');
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        // define levels if undefined by the users. Based on hubsize.
							 | 
						|
								        if (undefinedLevel === true) {
							 | 
						|
								          let sortMethod = this.options.hierarchical.sortMethod;
							 | 
						|
								          if (sortMethod === 'hubsize') {
							 | 
						|
								            this._determineLevelsByHubsize();
							 | 
						|
								          }
							 | 
						|
								          else if (sortMethod === 'directed') {
							 | 
						|
								            this._determineLevelsDirected();
							 | 
						|
								          }
							 | 
						|
								          else if (sortMethod === 'custom') {
							 | 
						|
								            this._determineLevelsCustomCallback();
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								        // fallback for cases where there are nodes but no edges
							 | 
						|
								        for (let nodeId in this.body.nodes) {
							 | 
						|
								          if (this.body.nodes.hasOwnProperty(nodeId)) {
							 | 
						|
								            this.hierarchical.ensureLevel(nodeId);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								        // check the distribution of the nodes per level.
							 | 
						|
								        let distribution = this._getDistribution();
							 | 
						|
								
							 | 
						|
								        // get the parent children relations.
							 | 
						|
								        this._generateMap();
							 | 
						|
								
							 | 
						|
								        // place the nodes on the canvas.
							 | 
						|
								        this._placeNodesByHierarchy(distribution);
							 | 
						|
								
							 | 
						|
								        // condense the whitespace.
							 | 
						|
								        this._condenseHierarchy();
							 | 
						|
								
							 | 
						|
								        // shift to center so gravity does not have to do much
							 | 
						|
								        this._shiftToCenter();
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _condenseHierarchy() {
							 | 
						|
								    // Global var in this scope to define when the movement has stopped.
							 | 
						|
								    let stillShifting = false;
							 | 
						|
								    let branches = {};
							 | 
						|
								    // first we have some methods to help shifting trees around.
							 | 
						|
								    // the main method to shift the trees
							 | 
						|
								    let shiftTrees = () => {
							 | 
						|
								      let treeSizes = getTreeSizes();
							 | 
						|
								      let shiftBy = 0;
							 | 
						|
								      for (let i = 0; i < treeSizes.length - 1; i++) {
							 | 
						|
								        let diff = treeSizes[i].max - treeSizes[i+1].min;
							 | 
						|
								        shiftBy += diff + this.options.hierarchical.treeSpacing;
							 | 
						|
								        shiftTree(i + 1, shiftBy);
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // shift a single tree by an offset
							 | 
						|
								    let shiftTree = (index, offset) => {
							 | 
						|
								      for (let nodeId in this.hierarchical.trees) {
							 | 
						|
								        if (this.hierarchical.trees.hasOwnProperty(nodeId)) {
							 | 
						|
								          if (this.hierarchical.trees[nodeId] === index) {
							 | 
						|
								            let node = this.body.nodes[nodeId];
							 | 
						|
								            let pos = this._getPositionForHierarchy(node);
							 | 
						|
								            this._setPositionForHierarchy(node, pos + offset, undefined, true);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // get the width of a tree
							 | 
						|
								    let getTreeSize = (index) => {
							 | 
						|
								      let res = this.hierarchical.getTreeSize(this.body.nodes, index);
							 | 
						|
								      if (this._isVertical()) {
							 | 
						|
								        return {min: res.min_x, max: res.max_x};
							 | 
						|
								      } else {
							 | 
						|
								        return {min: res.min_y, max: res.max_y};
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // get the width of all trees
							 | 
						|
								    let getTreeSizes = () => {
							 | 
						|
								      let treeWidths = [];
							 | 
						|
								      for (let i = 0; i <= this.treeIndex; i++) {
							 | 
						|
								        treeWidths.push(getTreeSize(i));
							 | 
						|
								      }
							 | 
						|
								      return treeWidths;
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								    // get a map of all nodes in this branch
							 | 
						|
								    let getBranchNodes = (source, map) => {
							 | 
						|
								      if (map[source.id]) {
							 | 
						|
								        return;
							 | 
						|
								      }
							 | 
						|
								      map[source.id] = true;
							 | 
						|
								      if (this.hierarchical.childrenReference[source.id]) {
							 | 
						|
								        let children = this.hierarchical.childrenReference[source.id];
							 | 
						|
								        if (children.length > 0) {
							 | 
						|
								          for (let i = 0; i < children.length; i++) {
							 | 
						|
								            getBranchNodes(this.body.nodes[children[i]], map);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // get a min max width as well as the maximum movement space it has on either sides
							 | 
						|
								    // we use min max terminology because width and height can interchange depending on the direction of the layout
							 | 
						|
								    let getBranchBoundary = (branchMap, maxLevel = 1e9) => {
							 | 
						|
								      let minSpace = 1e9;
							 | 
						|
								      let maxSpace = 1e9;
							 | 
						|
								      let min = 1e9;
							 | 
						|
								      let max = -1e9;
							 | 
						|
								      for (let branchNode in branchMap) {
							 | 
						|
								        if (branchMap.hasOwnProperty(branchNode)) {
							 | 
						|
								          let node = this.body.nodes[branchNode];
							 | 
						|
								          let level = this.hierarchical.levels[node.id];
							 | 
						|
								          let position = this._getPositionForHierarchy(node);
							 | 
						|
								
							 | 
						|
								          // get the space around the node.
							 | 
						|
								          let [minSpaceNode, maxSpaceNode] = this._getSpaceAroundNode(node,branchMap);
							 | 
						|
								          minSpace = Math.min(minSpaceNode, minSpace);
							 | 
						|
								          maxSpace = Math.min(maxSpaceNode, maxSpace);
							 | 
						|
								
							 | 
						|
								          // the width is only relevant for the levels two nodes have in common. This is why we filter on this.
							 | 
						|
								          if (level <= maxLevel) {
							 | 
						|
								            min = Math.min(position, min);
							 | 
						|
								            max = Math.max(position, max);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      return [min, max, minSpace, maxSpace];
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								    // check what the maximum level is these nodes have in common.
							 | 
						|
								    let getCollisionLevel = (node1, node2) => {
							 | 
						|
								      let maxLevel1 = this.hierarchical.getMaxLevel(node1.id);
							 | 
						|
								      let maxLevel2 = this.hierarchical.getMaxLevel(node2.id);
							 | 
						|
								      return Math.min(maxLevel1, maxLevel2);
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // check if two nodes have the same parent(s)
							 | 
						|
								    let hasSameParent = (node1, node2) => {
							 | 
						|
								      let parents1 = this.hierarchical.parentReference[node1.id];
							 | 
						|
								      let parents2 = this.hierarchical.parentReference[node2.id];
							 | 
						|
								      if (parents1 === undefined || parents2 === undefined) {
							 | 
						|
								        return false;
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      for (let i = 0; i < parents1.length; i++) {
							 | 
						|
								        for (let j = 0; j < parents2.length; j++) {
							 | 
						|
								          if (parents1[i] == parents2[j]) {
							 | 
						|
								            return true;
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								      return false;
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // condense elements. These can be nodes or branches depending on the callback.
							 | 
						|
								    let shiftElementsCloser = (callback, levels, centerParents) => {
							 | 
						|
								      for (let i = 0; i < levels.length; i++) {
							 | 
						|
								        let level = levels[i];
							 | 
						|
								        let levelNodes = this.distributionOrdering[level];
							 | 
						|
								        if (levelNodes.length > 1) {
							 | 
						|
								          for (let j = 0; j < levelNodes.length - 1; j++) {
							 | 
						|
								            if (hasSameParent(levelNodes[j],levelNodes[j+1]) === true)  {
							 | 
						|
								              if (this.hierarchical.trees[levelNodes[j].id] === this.hierarchical.trees[levelNodes[j+1].id])  {
							 | 
						|
								                callback(levelNodes[j],levelNodes[j+1], centerParents);
							 | 
						|
								              }
							 | 
						|
								            }}
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // callback for shifting branches
							 | 
						|
								    let branchShiftCallback = (node1, node2, centerParent = false) => {
							 | 
						|
								      //window.CALLBACKS.push(() => {
							 | 
						|
								        let pos1 = this._getPositionForHierarchy(node1);
							 | 
						|
								        let pos2 = this._getPositionForHierarchy(node2);
							 | 
						|
								        let diffAbs = Math.abs(pos2 - pos1);
							 | 
						|
								        let nodeSpacing =  this.options.hierarchical.nodeSpacing;
							 | 
						|
								        //console.log("NOW CHECKING:", node1.id, node2.id, diffAbs);
							 | 
						|
								        if (diffAbs > nodeSpacing) {
							 | 
						|
								          let branchNodes1 = {};
							 | 
						|
								          let branchNodes2 = {};
							 | 
						|
								
							 | 
						|
								          getBranchNodes(node1, branchNodes1);
							 | 
						|
								          getBranchNodes(node2, branchNodes2);
							 | 
						|
								
							 | 
						|
								          // check the largest distance between the branches
							 | 
						|
								          let maxLevel = getCollisionLevel(node1, node2);
							 | 
						|
								          let [min1,max1, minSpace1, maxSpace1] = getBranchBoundary(branchNodes1, maxLevel);
							 | 
						|
								          let [min2,max2, minSpace2, maxSpace2] = getBranchBoundary(branchNodes2, maxLevel);
							 | 
						|
								
							 | 
						|
								          //console.log(node1.id, getBranchBoundary(branchNodes1, maxLevel), node2.id,
							 | 
						|
								          //            getBranchBoundary(branchNodes2, maxLevel), maxLevel);
							 | 
						|
								          let diffBranch = Math.abs(max1 - min2);
							 | 
						|
								          if (diffBranch > nodeSpacing) {
							 | 
						|
								            let offset = max1 - min2 + nodeSpacing;
							 | 
						|
								            if (offset < -minSpace2 + nodeSpacing) {
							 | 
						|
								              offset = -minSpace2 + nodeSpacing;
							 | 
						|
								              //console.log("RESETTING OFFSET", max1 - min2 + this.options.hierarchical.nodeSpacing, -minSpace2, offset);
							 | 
						|
								            }
							 | 
						|
								            if (offset < 0) {
							 | 
						|
								              //console.log("SHIFTING", node2.id, offset);
							 | 
						|
								              this._shiftBlock(node2.id, offset);
							 | 
						|
								              stillShifting = true;
							 | 
						|
								
							 | 
						|
								              if (centerParent === true)
							 | 
						|
								                this._centerParent(node2);
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								
							 | 
						|
								        }
							 | 
						|
								        //this.body.emitter.emit("_redraw");})
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    let minimizeEdgeLength = (iterations, node) => {
							 | 
						|
								      //window.CALLBACKS.push(() => {
							 | 
						|
								      //  console.log("ts",node.id);
							 | 
						|
								        let nodeId = node.id;
							 | 
						|
								        let allEdges = node.edges;
							 | 
						|
								        let nodeLevel = this.hierarchical.levels[node.id];
							 | 
						|
								
							 | 
						|
								        // gather constants
							 | 
						|
								        let C2 = this.options.hierarchical.levelSeparation * this.options.hierarchical.levelSeparation;
							 | 
						|
								        let referenceNodes = {};
							 | 
						|
								        let aboveEdges = [];
							 | 
						|
								        for (let i = 0; i < allEdges.length; i++) {
							 | 
						|
								          let edge = allEdges[i];
							 | 
						|
								          if (edge.toId != edge.fromId) {
							 | 
						|
								            let otherNode = edge.toId == nodeId ? edge.from : edge.to;
							 | 
						|
								            referenceNodes[allEdges[i].id] = otherNode;
							 | 
						|
								            if (this.hierarchical.levels[otherNode.id] < nodeLevel) {
							 | 
						|
								              aboveEdges.push(edge);
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        // differentiated sum of lengths based on only moving one node over one axis
							 | 
						|
								        let getFx = (point, edges) => {
							 | 
						|
								          let sum = 0;
							 | 
						|
								          for (let i = 0; i < edges.length; i++) {
							 | 
						|
								            if (referenceNodes[edges[i].id] !== undefined) {
							 | 
						|
								              let a = this._getPositionForHierarchy(referenceNodes[edges[i].id]) - point;
							 | 
						|
								              sum += a / Math.sqrt(a * a + C2);
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								          return sum;
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        // doubly differentiated sum of lengths based on only moving one node over one axis
							 | 
						|
								        let getDFx = (point, edges) => {
							 | 
						|
								          let sum = 0;
							 | 
						|
								          for (let i = 0; i < edges.length; i++) {
							 | 
						|
								            if (referenceNodes[edges[i].id] !== undefined) {
							 | 
						|
								              let a = this._getPositionForHierarchy(referenceNodes[edges[i].id]) - point;
							 | 
						|
								              sum -= (C2 * Math.pow(a * a + C2, -1.5));
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								          return sum;
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        let getGuess = (iterations, edges) => {
							 | 
						|
								          let guess = this._getPositionForHierarchy(node);
							 | 
						|
								          // Newton's method for optimization
							 | 
						|
								          let guessMap = {};
							 | 
						|
								          for (let i = 0; i < iterations; i++) {
							 | 
						|
								            let fx = getFx(guess, edges);
							 | 
						|
								            let dfx = getDFx(guess, edges);
							 | 
						|
								
							 | 
						|
								            // we limit the movement to avoid instability.
							 | 
						|
								            let limit = 40;
							 | 
						|
								            let ratio = Math.max(-limit, Math.min(limit, Math.round(fx/dfx)));
							 | 
						|
								            guess = guess - ratio;
							 | 
						|
								            // reduce duplicates
							 | 
						|
								            if (guessMap[guess] !== undefined) {
							 | 
						|
								              break;
							 | 
						|
								            }
							 | 
						|
								            guessMap[guess] = i;
							 | 
						|
								          }
							 | 
						|
								          return guess;
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        let moveBranch = (guess) => {
							 | 
						|
								          // position node if there is space
							 | 
						|
								          let nodePosition = this._getPositionForHierarchy(node);
							 | 
						|
								
							 | 
						|
								          // check movable area of the branch
							 | 
						|
								          if (branches[node.id] === undefined) {
							 | 
						|
								            let branchNodes = {};
							 | 
						|
								            getBranchNodes(node, branchNodes);
							 | 
						|
								            branches[node.id] = branchNodes;
							 | 
						|
								          }
							 | 
						|
								          let [minBranch, maxBranch, minSpaceBranch, maxSpaceBranch] = getBranchBoundary(branches[node.id]);
							 | 
						|
								
							 | 
						|
								          let diff = guess - nodePosition;
							 | 
						|
								
							 | 
						|
								          // check if we are allowed to move the node:
							 | 
						|
								          let branchOffset = 0;
							 | 
						|
								          if (diff > 0) {
							 | 
						|
								            branchOffset = Math.min(diff, maxSpaceBranch - this.options.hierarchical.nodeSpacing);
							 | 
						|
								          }
							 | 
						|
								          else if (diff < 0) {
							 | 
						|
								            branchOffset = -Math.min(-diff, minSpaceBranch - this.options.hierarchical.nodeSpacing);
							 | 
						|
								          }
							 | 
						|
								
							 | 
						|
								          if (branchOffset != 0) {
							 | 
						|
								            //console.log("moving branch:",branchOffset, maxSpaceBranch, minSpaceBranch)
							 | 
						|
								            this._shiftBlock(node.id, branchOffset);
							 | 
						|
								            //this.body.emitter.emit("_redraw");
							 | 
						|
								            stillShifting = true;
							 | 
						|
								          }
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        let moveNode = (guess) => {
							 | 
						|
								          let nodePosition = this._getPositionForHierarchy(node);
							 | 
						|
								
							 | 
						|
								          // position node if there is space
							 | 
						|
								          let [minSpace, maxSpace] = this._getSpaceAroundNode(node);
							 | 
						|
								          let diff = guess - nodePosition;
							 | 
						|
								          // check if we are allowed to move the node:
							 | 
						|
								          let newPosition = nodePosition;
							 | 
						|
								          if (diff > 0) {
							 | 
						|
								            newPosition = Math.min(nodePosition + (maxSpace - this.options.hierarchical.nodeSpacing), guess);
							 | 
						|
								          }
							 | 
						|
								          else if (diff < 0) {
							 | 
						|
								            newPosition = Math.max(nodePosition - (minSpace - this.options.hierarchical.nodeSpacing), guess);
							 | 
						|
								          }
							 | 
						|
								
							 | 
						|
								          if (newPosition !== nodePosition) {
							 | 
						|
								            //console.log("moving Node:",diff, minSpace, maxSpace);
							 | 
						|
								            this._setPositionForHierarchy(node, newPosition, undefined, true);
							 | 
						|
								            //this.body.emitter.emit("_redraw");
							 | 
						|
								            stillShifting = true;
							 | 
						|
								          }
							 | 
						|
								        };
							 | 
						|
								
							 | 
						|
								        let guess = getGuess(iterations, aboveEdges);
							 | 
						|
								        moveBranch(guess);
							 | 
						|
								        guess = getGuess(iterations, allEdges);
							 | 
						|
								        moveNode(guess);
							 | 
						|
								      //})
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // method to remove whitespace between branches. Because we do bottom up, we can center the parents.
							 | 
						|
								    let minimizeEdgeLengthBottomUp = (iterations) => {
							 | 
						|
								      let levels = Object.keys(this.distributionOrdering);
							 | 
						|
								      levels = levels.reverse();
							 | 
						|
								      for (let i = 0; i < iterations; i++) {
							 | 
						|
								        stillShifting = false;
							 | 
						|
								        for (let j = 0; j < levels.length; j++) {
							 | 
						|
								          let level = levels[j];
							 | 
						|
								          let levelNodes = this.distributionOrdering[level];
							 | 
						|
								          for (let k = 0; k < levelNodes.length; k++) {
							 | 
						|
								            minimizeEdgeLength(1000, levelNodes[k]);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								        if (stillShifting !== true) {
							 | 
						|
								          //console.log("FINISHED minimizeEdgeLengthBottomUp IN " + i);
							 | 
						|
								          break;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // method to remove whitespace between branches. Because we do bottom up, we can center the parents.
							 | 
						|
								    let shiftBranchesCloserBottomUp = (iterations) => {
							 | 
						|
								      let levels = Object.keys(this.distributionOrdering);
							 | 
						|
								      levels = levels.reverse();
							 | 
						|
								      for (let i = 0; i < iterations; i++) {
							 | 
						|
								        stillShifting = false;
							 | 
						|
								        shiftElementsCloser(branchShiftCallback, levels, true);
							 | 
						|
								        if (stillShifting !== true) {
							 | 
						|
								          //console.log("FINISHED shiftBranchesCloserBottomUp IN " + (i+1));
							 | 
						|
								          break;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // center all parents
							 | 
						|
								    let centerAllParents = () => {
							 | 
						|
								      for (let nodeId in this.body.nodes) {
							 | 
						|
								        if (this.body.nodes.hasOwnProperty(nodeId))
							 | 
						|
								          this._centerParent(this.body.nodes[nodeId]);
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // center all parents
							 | 
						|
								    let centerAllParentsBottomUp = () => {
							 | 
						|
								      let levels = Object.keys(this.distributionOrdering);
							 | 
						|
								      levels = levels.reverse();
							 | 
						|
								      for (let i = 0; i < levels.length; i++) {
							 | 
						|
								        let level = levels[i];
							 | 
						|
								        let levelNodes = this.distributionOrdering[level];
							 | 
						|
								        for (let j = 0; j < levelNodes.length; j++) {
							 | 
						|
								          this._centerParent(levelNodes[j]);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // the actual work is done here.
							 | 
						|
								    if (this.options.hierarchical.blockShifting === true) {
							 | 
						|
								      shiftBranchesCloserBottomUp(5);
							 | 
						|
								      centerAllParents();
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // minimize edge length
							 | 
						|
								    if (this.options.hierarchical.edgeMinimization === true) {
							 | 
						|
								      minimizeEdgeLengthBottomUp(20);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if (this.options.hierarchical.parentCentralization === true) {
							 | 
						|
								      centerAllParentsBottomUp()
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    shiftTrees();
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This gives the space around the node. IF a map is supplied, it will only check against nodes NOT in the map.
							 | 
						|
								   * This is used to only get the distances to nodes outside of a branch.
							 | 
						|
								   * @param node
							 | 
						|
								   * @param map
							 | 
						|
								   * @returns {*[]}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getSpaceAroundNode(node, map) {
							 | 
						|
								    let useMap = true;
							 | 
						|
								    if (map === undefined) {
							 | 
						|
								      useMap = false;
							 | 
						|
								    }
							 | 
						|
								    let level = this.hierarchical.levels[node.id];
							 | 
						|
								    if (level !== undefined) {
							 | 
						|
								      let index = this.distributionIndex[node.id];
							 | 
						|
								      let position = this._getPositionForHierarchy(node);
							 | 
						|
								      let ordering = this.distributionOrdering[level];
							 | 
						|
								      let minSpace = 1e9;
							 | 
						|
								      let maxSpace = 1e9;
							 | 
						|
								      if (index !== 0) {
							 | 
						|
								        let prevNode = ordering[index - 1];
							 | 
						|
								        if ((useMap === true && map[prevNode.id] === undefined) || useMap === false) {
							 | 
						|
								          let prevPos = this._getPositionForHierarchy(prevNode);
							 | 
						|
								          minSpace = position - prevPos;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      if (index != ordering.length - 1) {
							 | 
						|
								        let nextNode = ordering[index + 1];
							 | 
						|
								        if ((useMap === true && map[nextNode.id] === undefined) || useMap === false) {
							 | 
						|
								          let nextPos = this._getPositionForHierarchy(nextNode);
							 | 
						|
								          maxSpace = Math.min(maxSpace, nextPos - position);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      return [minSpace, maxSpace];
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      return [0, 0];
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * We use this method to center a parent node and check if it does not cross other nodes when it does.
							 | 
						|
								   * @param node
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _centerParent(node) {
							 | 
						|
								    if (this.hierarchical.parentReference[node.id]) {
							 | 
						|
								      let parents = this.hierarchical.parentReference[node.id];
							 | 
						|
								      for (var i = 0; i < parents.length; i++) {
							 | 
						|
								        let parentId = parents[i];
							 | 
						|
								        let parentNode = this.body.nodes[parentId];
							 | 
						|
								        let children = this.hierarchical.childrenReference[parentId];
							 | 
						|
								
							 | 
						|
								        if (children !== undefined) {
							 | 
						|
								          // get the range of the children
							 | 
						|
								          let newPosition = this._getCenterPosition(children);
							 | 
						|
								
							 | 
						|
								          let position = this._getPositionForHierarchy(parentNode);
							 | 
						|
								          let [minSpace, maxSpace] = this._getSpaceAroundNode(parentNode);
							 | 
						|
								          let diff = position - newPosition;
							 | 
						|
								          if ((diff < 0 && Math.abs(diff) < maxSpace - this.options.hierarchical.nodeSpacing) ||
							 | 
						|
								              (diff > 0 && Math.abs(diff) < minSpace - this.options.hierarchical.nodeSpacing)) {
							 | 
						|
								            this._setPositionForHierarchy(parentNode, newPosition, undefined, true);
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This function places the nodes on the canvas based on the hierarchial distribution.
							 | 
						|
								   *
							 | 
						|
								   * @param {Object} distribution | obtained by the function this._getDistribution()
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _placeNodesByHierarchy(distribution) {
							 | 
						|
								    this.positionedNodes = {};
							 | 
						|
								    // start placing all the level 0 nodes first. Then recursively position their branches.
							 | 
						|
								    for (let level in distribution) {
							 | 
						|
								      if (distribution.hasOwnProperty(level)) {
							 | 
						|
								        // sort nodes in level by position:
							 | 
						|
								        let nodeArray = Object.keys(distribution[level]);
							 | 
						|
								        nodeArray = this._indexArrayToNodes(nodeArray);
							 | 
						|
								        this._sortNodeArray(nodeArray);
							 | 
						|
								        let handledNodeCount = 0;
							 | 
						|
								
							 | 
						|
								        for (let i = 0; i < nodeArray.length; i++) {
							 | 
						|
								          let node = nodeArray[i];
							 | 
						|
								          if (this.positionedNodes[node.id] === undefined) {
							 | 
						|
								            let spacing = this.options.hierarchical.nodeSpacing;
							 | 
						|
								            let pos = spacing * handledNodeCount;
							 | 
						|
								            // We get the X or Y values we need and store them in pos and previousPos.
							 | 
						|
								            // The get and set make sure we get X or Y
							 | 
						|
								            if (handledNodeCount > 0) {
							 | 
						|
								              pos = this._getPositionForHierarchy(nodeArray[i-1]) + spacing;
							 | 
						|
								            }
							 | 
						|
								            this._setPositionForHierarchy(node, pos, level);
							 | 
						|
								            this._validatePositionAndContinue(node, level, pos);
							 | 
						|
								
							 | 
						|
								            handledNodeCount++;
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This is a recursively called function to enumerate the branches from the largest hubs and place the nodes
							 | 
						|
								   * on a X position that ensures there will be no overlap.
							 | 
						|
								   *
							 | 
						|
								   * @param parentId
							 | 
						|
								   * @param parentLevel
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _placeBranchNodes(parentId, parentLevel) {
							 | 
						|
								    let childRef = this.hierarchical.childrenReference[parentId];
							 | 
						|
								
							 | 
						|
								    // if this is not a parent, cancel the placing. This can happen with multiple parents to one child.
							 | 
						|
								    if (childRef === undefined) {
							 | 
						|
								      return;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // get a list of childNodes
							 | 
						|
								    let childNodes = [];
							 | 
						|
								    for (let i = 0; i < childRef.length; i++) {
							 | 
						|
								      childNodes.push(this.body.nodes[childRef[i]]);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // use the positions to order the nodes.
							 | 
						|
								    this._sortNodeArray(childNodes);
							 | 
						|
								
							 | 
						|
								    // position the childNodes
							 | 
						|
								    for (let i = 0; i < childNodes.length; i++) {
							 | 
						|
								      let childNode = childNodes[i];
							 | 
						|
								      let childNodeLevel = this.hierarchical.levels[childNode.id];
							 | 
						|
								      // check if the child node is below the parent node and if it has already been positioned.
							 | 
						|
								      if (childNodeLevel > parentLevel && this.positionedNodes[childNode.id] === undefined) {
							 | 
						|
								        // get the amount of space required for this node. If parent the width is based on the amount of children.
							 | 
						|
								        let spacing = this.options.hierarchical.nodeSpacing;
							 | 
						|
								        let pos;
							 | 
						|
								
							 | 
						|
								        // we get the X or Y values we need and store them in pos and previousPos.
							 | 
						|
								        // The get and set make sure we get X or Y
							 | 
						|
								        if (i === 0) {pos = this._getPositionForHierarchy(this.body.nodes[parentId]);}
							 | 
						|
								        else         {pos = this._getPositionForHierarchy(childNodes[i-1]) + spacing;}
							 | 
						|
								        this._setPositionForHierarchy(childNode, pos, childNodeLevel);
							 | 
						|
								        this._validatePositionAndContinue(childNode, childNodeLevel, pos);
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        return;
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // center the parent nodes.
							 | 
						|
								    let center = this._getCenterPosition(childNodes);
							 | 
						|
								    this._setPositionForHierarchy(this.body.nodes[parentId], center, parentLevel);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This method checks for overlap and if required shifts the branch. It also keeps records of positioned nodes.
							 | 
						|
								   * Finally it will call _placeBranchNodes to place the branch nodes.
							 | 
						|
								   * @param node
							 | 
						|
								   * @param level
							 | 
						|
								   * @param pos
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _validatePositionAndContinue(node, level, pos) {
							 | 
						|
								    // This only works for strict hierarchical networks, i.e. trees and forests
							 | 
						|
								    // Early exit if this is not the case
							 | 
						|
								    if (!this.hierarchical.isTree) return;
							 | 
						|
								
							 | 
						|
								    // if overlap has been detected, we shift the branch
							 | 
						|
								    if (this.lastNodeOnLevel[level] !== undefined) {
							 | 
						|
								      let previousPos = this._getPositionForHierarchy(this.body.nodes[this.lastNodeOnLevel[level]]);
							 | 
						|
								      if (pos - previousPos < this.options.hierarchical.nodeSpacing) {
							 | 
						|
								        let diff = (previousPos + this.options.hierarchical.nodeSpacing) - pos;
							 | 
						|
								        let sharedParent = this._findCommonParent(this.lastNodeOnLevel[level], node.id);
							 | 
						|
								        this._shiftBlock(sharedParent.withChild, diff);
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // store change in position.
							 | 
						|
								    this.lastNodeOnLevel[level] = node.id;
							 | 
						|
								
							 | 
						|
								    this.positionedNodes[node.id] = true;
							 | 
						|
								
							 | 
						|
								    this._placeBranchNodes(node.id, level);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Receives an array with node indices and returns an array with the actual node references.
							 | 
						|
								   * Used for sorting based on node properties.
							 | 
						|
								   * @param idArray
							 | 
						|
								   */
							 | 
						|
								  _indexArrayToNodes(idArray) {
							 | 
						|
								    let array = [];
							 | 
						|
								    for (let i = 0; i < idArray.length; i++) {
							 | 
						|
								      array.push(this.body.nodes[idArray[i]])
							 | 
						|
								    }
							 | 
						|
								    return array;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * This function get the distribution of levels based on hubsize
							 | 
						|
								   *
							 | 
						|
								   * @returns {Object}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getDistribution() {
							 | 
						|
								    let distribution = {};
							 | 
						|
								    let nodeId, node;
							 | 
						|
								
							 | 
						|
								    // 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.
							 | 
						|
								    // the fix of X is removed after the x value has been set.
							 | 
						|
								    for (nodeId in this.body.nodes) {
							 | 
						|
								      if (this.body.nodes.hasOwnProperty(nodeId)) {
							 | 
						|
								        node = this.body.nodes[nodeId];
							 | 
						|
								        let level = this.hierarchical.levels[nodeId] === undefined ? 0 : this.hierarchical.levels[nodeId];
							 | 
						|
								        if(this._isVertical()) {
							 | 
						|
								          node.y = this.options.hierarchical.levelSeparation * level;
							 | 
						|
								          node.options.fixed.y = true;
							 | 
						|
								        }
							 | 
						|
								        else {
							 | 
						|
								          node.x = this.options.hierarchical.levelSeparation * level;
							 | 
						|
								          node.options.fixed.x = true;
							 | 
						|
								        }
							 | 
						|
								        if (distribution[level] === undefined) {
							 | 
						|
								          distribution[level] = {};
							 | 
						|
								        }
							 | 
						|
								        distribution[level][nodeId] = node;
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    return distribution;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Return the active (i.e. visible) edges for this node
							 | 
						|
								   *
							 | 
						|
								   * @returns {array} Array of edge instances
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getActiveEdges(node) {
							 | 
						|
								    let result = [];
							 | 
						|
								
							 | 
						|
								    for (let j in node.edges) {
							 | 
						|
								      let edge = node.edges[j];
							 | 
						|
								      if (this.body.edgeIndices.indexOf(edge.id) !== -1) {
							 | 
						|
								        result.push(edge);
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    return result;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Get the hubsizes for all active nodes.
							 | 
						|
								   *
							 | 
						|
								   * @returns {number}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getHubSizes() {
							 | 
						|
								    let hubSizes = {};
							 | 
						|
								    let nodeIds = this.body.nodeIndices;
							 | 
						|
								
							 | 
						|
								    for (let i in nodeIds) {
							 | 
						|
								      let nodeId = nodeIds[i];
							 | 
						|
								      let node = this.body.nodes[nodeId];
							 | 
						|
								      let hubSize = this._getActiveEdges(node).length;
							 | 
						|
								      hubSizes[hubSize] = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    // Make an array of the size sorted descending
							 | 
						|
								    let result = [];
							 | 
						|
								    for (let size in hubSizes) {
							 | 
						|
								      result.push(Number(size));
							 | 
						|
								    }
							 | 
						|
								    result.sort(function(a, b) {
							 | 
						|
								      return b - a;
							 | 
						|
								    });
							 | 
						|
								
							 | 
						|
								    return result;
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * this function allocates nodes in levels based on the recursive branching from the largest hubs.
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _determineLevelsByHubsize() {
							 | 
						|
								    let levelDownstream = (nodeA, nodeB) => {
							 | 
						|
								      this.hierarchical.levelDownstream(nodeA, nodeB);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    let hubSizes = this._getHubSizes();
							 | 
						|
								
							 | 
						|
								    for (let i = 0; i < hubSizes.length; ++i ) {
							 | 
						|
								      let hubSize = hubSizes[i];
							 | 
						|
								      if (hubSize === 0) break;
							 | 
						|
								
							 | 
						|
								      let nodeIds = this.body.nodeIndices;
							 | 
						|
								      for (let j in nodeIds) {
							 | 
						|
								        let nodeId = nodeIds[j];
							 | 
						|
								        let node = this.body.nodes[nodeId];
							 | 
						|
								
							 | 
						|
								        if (hubSize === this._getActiveEdges(node).length) {
							 | 
						|
								          this._crawlNetwork(levelDownstream, nodeId);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * TODO: release feature
							 | 
						|
								   * TODO: Determine if this feature is needed at all
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _determineLevelsCustomCallback() {
							 | 
						|
								    let minLevel = 100000;
							 | 
						|
								
							 | 
						|
								    // TODO: this should come from options.
							 | 
						|
								    let customCallback = function(nodeA, nodeB, edge) {
							 | 
						|
								
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    // TODO: perhaps move to HierarchicalStatus.
							 | 
						|
								    //       But I currently don't see the point, this method is not used.
							 | 
						|
								    let levelByDirection = (nodeA, nodeB, edge) => {
							 | 
						|
								      let levelA = this.hierarchical.levels[nodeA.id];
							 | 
						|
								      // set initial level
							 | 
						|
								      if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
							 | 
						|
								
							 | 
						|
								      let diff = customCallback(
							 | 
						|
								        NetworkUtil.cloneOptions(nodeA,'node'),
							 | 
						|
								        NetworkUtil.cloneOptions(nodeB,'node'),
							 | 
						|
								        NetworkUtil.cloneOptions(edge,'edge')
							 | 
						|
								      );
							 | 
						|
								
							 | 
						|
								      this.hierarchical.levels[nodeB.id] = levelA + diff;
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    this._crawlNetwork(levelByDirection);
							 | 
						|
								    this.hierarchical.setMinLevelToZero(this.body.nodes);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * this function allocates nodes in levels based on the direction of the edges
							 | 
						|
								   *
							 | 
						|
								   * @param hubsize
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _determineLevelsDirected() {
							 | 
						|
								    let minLevel = 10000;
							 | 
						|
								
							 | 
						|
								    let levelByDirection = (nodeA, nodeB, edge) => {
							 | 
						|
								      let levelA = this.hierarchical.levels[nodeA.id];
							 | 
						|
								      // set initial level
							 | 
						|
								      if (levelA === undefined) { levelA = this.hierarchical.levels[nodeA.id] = minLevel;}
							 | 
						|
								      if (edge.toId == nodeB.id) {
							 | 
						|
								        this.hierarchical.levels[nodeB.id] = levelA + 1;
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        this.hierarchical.levels[nodeB.id] = levelA - 1;
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    this._crawlNetwork(levelByDirection);
							 | 
						|
								    this.hierarchical.setMinLevelToZero(this.body.nodes);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Update the bookkeeping of parent and child.
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _generateMap() {
							 | 
						|
								    let fillInRelations = (parentNode, childNode) => {
							 | 
						|
								      if (this.hierarchical.levels[childNode.id] > this.hierarchical.levels[parentNode.id]) {
							 | 
						|
								        this.hierarchical.addRelation(parentNode.id, childNode.id);
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    this._crawlNetwork(fillInRelations);
							 | 
						|
								    this.hierarchical.checkIfTree();
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Crawl over the entire network and use a callback on each node couple that is connected to each other.
							 | 
						|
								   * @param callback          | will receive nodeA, nodeB and the connecting edge. A and B are distinct.
							 | 
						|
								   * @param startingNodeId
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _crawlNetwork(callback = function() {}, startingNodeId) {
							 | 
						|
								    let progress = {};
							 | 
						|
								    let treeIndex = 0;
							 | 
						|
								
							 | 
						|
								    let crawler = (node, tree) => {
							 | 
						|
								      if (progress[node.id] === undefined) {
							 | 
						|
								
							 | 
						|
								        if (this.hierarchical.trees[node.id] === undefined) {
							 | 
						|
								          this.hierarchical.trees[node.id] = tree;
							 | 
						|
								          this.treeIndex = Math.max(tree, this.treeIndex);
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        progress[node.id] = true;
							 | 
						|
								        let childNode;
							 | 
						|
								        let edges = this._getActiveEdges(node);
							 | 
						|
								        for (let i = 0; i < edges.length; i++) {
							 | 
						|
								          let edge = edges[i];
							 | 
						|
								          if (edge.connected === true) {
							 | 
						|
								            if (edge.toId == node.id) {         // '==' because id's can be string and numeric
							 | 
						|
								              childNode = edge.from;
							 | 
						|
								            }
							 | 
						|
								            else {
							 | 
						|
								              childNode = edge.to;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            if (node.id != childNode.id) {      // '!=' because id's can be string and numeric
							 | 
						|
								              callback(node, childNode, edge);
							 | 
						|
								              crawler(childNode, tree);
							 | 
						|
								            }
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								    // we can crawl from a specific node or over all nodes.
							 | 
						|
								    if (startingNodeId === undefined) {
							 | 
						|
								      for (let i = 0; i < this.body.nodeIndices.length; i++) {
							 | 
						|
								        let node = this.body.nodes[this.body.nodeIndices[i]];
							 | 
						|
								        if (progress[node.id] === undefined) {
							 | 
						|
								          crawler(node, treeIndex);
							 | 
						|
								          treeIndex += 1;
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      let node = this.body.nodes[startingNodeId];
							 | 
						|
								      if (node === undefined) {
							 | 
						|
								        console.error("Node not found:", startingNodeId);
							 | 
						|
								        return;
							 | 
						|
								      }
							 | 
						|
								      crawler(node);
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Shift a branch a certain distance
							 | 
						|
								   * @param parentId
							 | 
						|
								   * @param diff
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _shiftBlock(parentId, diff) {
							 | 
						|
								    let progress = {};
							 | 
						|
								    let shifter = (parentId) => {
							 | 
						|
								      if (progress[parentId]) {
							 | 
						|
								        return;
							 | 
						|
								      }
							 | 
						|
								      progress[parentId] = true;
							 | 
						|
								      if(this._isVertical()) {
							 | 
						|
								        this.body.nodes[parentId].x += diff;
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        this.body.nodes[parentId].y += diff;
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      let childRef = this.hierarchical.childrenReference[parentId];
							 | 
						|
								      if (childRef !== undefined) {
							 | 
						|
								        for (let i = 0; i < childRef.length; i++) {
							 | 
						|
								          shifter(childRef[i]);
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								    shifter(parentId);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Find a common parent between branches.
							 | 
						|
								   * @param childA
							 | 
						|
								   * @param childB
							 | 
						|
								   * @returns {{foundParent, withChild}}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _findCommonParent(childA,childB) {
							 | 
						|
								    let parents = {};
							 | 
						|
								    let iterateParents = (parents,child) => {
							 | 
						|
								      let parentRef =  this.hierarchical.parentReference[child];
							 | 
						|
								      if (parentRef !== undefined) {
							 | 
						|
								        for (let i = 0; i < parentRef.length; i++) {
							 | 
						|
								          let parent = parentRef[i];
							 | 
						|
								          parents[parent] = true;
							 | 
						|
								          iterateParents(parents, parent)
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								    };
							 | 
						|
								    let findParent = (parents, child) => {
							 | 
						|
								      let parentRef =  this.hierarchical.parentReference[child];
							 | 
						|
								      if (parentRef !== undefined) {
							 | 
						|
								        for (let i = 0; i < parentRef.length; i++) {
							 | 
						|
								          let parent = parentRef[i];
							 | 
						|
								          if (parents[parent] !== undefined) {
							 | 
						|
								            return {foundParent:parent, withChild:child};
							 | 
						|
								          }
							 | 
						|
								          let branch = findParent(parents, parent);
							 | 
						|
								          if (branch.foundParent !== null) {
							 | 
						|
								            return branch;
							 | 
						|
								          }
							 | 
						|
								        }
							 | 
						|
								      }
							 | 
						|
								      return {foundParent:null, withChild:child};
							 | 
						|
								    };
							 | 
						|
								
							 | 
						|
								    iterateParents(parents, childA);
							 | 
						|
								    return findParent(parents, childB);
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Abstract the getting of the position so we won't have to repeat the check for direction all the time
							 | 
						|
								   * @param node
							 | 
						|
								   * @param position
							 | 
						|
								   * @param level
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _setPositionForHierarchy(node, position, level, doNotUpdate = false) {
							 | 
						|
								    //console.log('_setPositionForHierarchy',node.id, position)
							 | 
						|
								    if (doNotUpdate !== true) {
							 | 
						|
								      if (this.distributionOrdering[level] === undefined) {
							 | 
						|
								        this.distributionOrdering[level] = [];
							 | 
						|
								        this.distributionOrderingPresence[level] = {};
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      if (this.distributionOrderingPresence[level][node.id] === undefined) {
							 | 
						|
								        this.distributionOrdering[level].push(node);
							 | 
						|
								        this.distributionIndex[node.id] = this.distributionOrdering[level].length - 1;
							 | 
						|
								      }
							 | 
						|
								      this.distributionOrderingPresence[level][node.id] = true;
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    if(this._isVertical()) {
							 | 
						|
								      node.x = position;
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      node.y = position;
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Utility function to cut down on typing this all the time.
							 | 
						|
								   *
							 | 
						|
								   * TODO: use this in all applicable situations in this class.
							 | 
						|
								   *
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _isVertical() {
							 | 
						|
								    return (this.options.hierarchical.direction === 'UD' || this.options.hierarchical.direction === 'DU');
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Abstract the getting of the position of a node so we do not have to repeat the direction check all the time.
							 | 
						|
								   * @param node
							 | 
						|
								   * @returns {number|*}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getPositionForHierarchy(node) {
							 | 
						|
								    if(this._isVertical()) {
							 | 
						|
								      return node.x;
							 | 
						|
								    }
							 | 
						|
								    else {
							 | 
						|
								      return node.y;
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Use the x or y value to sort the array, allowing users to specify order.
							 | 
						|
								   * @param nodeArray
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _sortNodeArray(nodeArray) {
							 | 
						|
								    if (nodeArray.length > 1) {
							 | 
						|
								      if(this._isVertical()) {
							 | 
						|
								        nodeArray.sort(function (a, b) {
							 | 
						|
								          return a.x - b.x;
							 | 
						|
								        })
							 | 
						|
								      }
							 | 
						|
								      else {
							 | 
						|
								        nodeArray.sort(function (a, b) {
							 | 
						|
								          return a.y - b.y;
							 | 
						|
								        })
							 | 
						|
								      }
							 | 
						|
								    }
							 | 
						|
								  }
							 | 
						|
								
							 | 
						|
								
							 | 
						|
								  /**
							 | 
						|
								   * Determine the center position of a branch from the passed list of child nodes
							 | 
						|
								   *
							 | 
						|
								   * This takes into account the positions of all the child nodes.
							 | 
						|
								   * @param childNodes {array} Array of either child nodes or node id's
							 | 
						|
								   * @return {number}
							 | 
						|
								   * @private
							 | 
						|
								   */
							 | 
						|
								  _getCenterPosition(childNodes) {
							 | 
						|
								    let minPos = 1e9;
							 | 
						|
								    let maxPos = -1e9;
							 | 
						|
								
							 | 
						|
								    for (let i = 0; i < childNodes.length; i++) {
							 | 
						|
								      let childNode;
							 | 
						|
								      if (childNodes[i].id !== undefined) {
							 | 
						|
								        childNode = childNodes[i];
							 | 
						|
								      } else {
							 | 
						|
								        let childNodeId = childNodes[i];
							 | 
						|
								        childNode = this.body.nodes[childNodeId];
							 | 
						|
								      }
							 | 
						|
								
							 | 
						|
								      let position = this._getPositionForHierarchy(childNode);
							 | 
						|
								      minPos = Math.min(minPos, position);
							 | 
						|
								      maxPos = Math.max(maxPos, position);
							 | 
						|
								    }
							 | 
						|
								
							 | 
						|
								    return 0.5 * (minPos + maxPos);
							 | 
						|
								  }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								export default LayoutEngine;
							 |