/**
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* Created by Alex on 26-Feb-15.
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*/
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var util = require('../../util');
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class View {
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constructor(body, canvas) {
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this.body = body;
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this.canvas = canvas;
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this.animationSpeed = 1/this.renderRefreshRate;
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this.animationEasingFunction = "easeInOutQuint";
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this.easingTime = 0;
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this.sourceScale = 0;
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this.targetScale = 0;
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this.sourceTranslation = 0;
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this.targetTranslation = 0;
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this.lockedOnNodeId = undefined;
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this.lockedOnNodeOffset = undefined;
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this.touchTime = 0;
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this.viewFunction = undefined;
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this.body.emitter.on("zoomExtent", this.zoomExtent.bind(this));
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this.body.emitter.on("animationFinished", () => {this.body.emitter.emit("_stopRendering");});
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this.body.emitter.on("unlockNode", this.releaseNode.bind(this));
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}
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setOptions(options = {}) {
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this.options = options;
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}
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// zoomExtent
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/**
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* Find the center position of the network
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* @private
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*/
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_getRange(specificNodes = []) {
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var minY = 1e9, maxY = -1e9, minX = 1e9, maxX = -1e9, node;
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if (specificNodes.length > 0) {
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for (var i = 0; i < specificNodes.length; i++) {
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node = this.body.nodes[specificNodes[i]];
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if (minX > (node.boundingBox.left)) {
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minX = node.boundingBox.left;
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}
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if (maxX < (node.boundingBox.right)) {
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maxX = node.boundingBox.right;
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}
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if (minY > (node.boundingBox.bottom)) {
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minY = node.boundingBox.top;
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} // top is negative, bottom is positive
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if (maxY < (node.boundingBox.top)) {
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maxY = node.boundingBox.bottom;
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} // top is negative, bottom is positive
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}
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}
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else {
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for (var nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (minX > (node.boundingBox.left)) {
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minX = node.boundingBox.left;
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}
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if (maxX < (node.boundingBox.right)) {
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maxX = node.boundingBox.right;
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}
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if (minY > (node.boundingBox.bottom)) {
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minY = node.boundingBox.top;
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} // top is negative, bottom is positive
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if (maxY < (node.boundingBox.top)) {
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maxY = node.boundingBox.bottom;
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} // top is negative, bottom is positive
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}
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}
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}
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if (minX == 1e9 && maxX == -1e9 && minY == 1e9 && maxY == -1e9) {
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minY = 0, maxY = 0, minX = 0, maxX = 0;
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}
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return {minX: minX, maxX: maxX, minY: minY, maxY: maxY};
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}
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/**
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* @param {object} range = {minX: minX, maxX: maxX, minY: minY, maxY: maxY};
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* @returns {{x: number, y: number}}
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* @private
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*/
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_findCenter(range) {
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return {x: (0.5 * (range.maxX + range.minX)),
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y: (0.5 * (range.maxY + range.minY))};
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}
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/**
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* This function zooms out to fit all data on screen based on amount of nodes
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* @param {Object}
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* @param {Boolean} [initialZoom] | zoom based on fitted formula or range, true = fitted, default = false;
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* @param {Boolean} [disableStart] | If true, start is not called.
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*/
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zoomExtent(options = {nodes:[]}, initialZoom = false) {
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var range;
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var zoomLevel;
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if (initialZoom == true) {
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// check if more than half of the nodes have a predefined position. If so, we use the range, not the approximation.
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var positionDefined = 0;
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for (var nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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var node = this.body.nodes[nodeId];
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if (node.predefinedPosition == true) {
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positionDefined += 1;
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}
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}
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}
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if (positionDefined > 0.5 * this.body.nodeIndices.length) {
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this.zoomExtent(options,false);
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return;
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}
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range = this._getRange(options.nodes);
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var numberOfNodes = this.body.nodeIndices.length;
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zoomLevel = 12.662 / (numberOfNodes + 7.4147) + 0.0964822; // this is obtained from fitting a dataset from 5 points with scale levels that looked good.
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// correct for larger canvasses.
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var factor = Math.min(this.canvas.frame.canvas.clientWidth / 600, this.canvas.frame.canvas.clientHeight / 600);
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zoomLevel *= factor;
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}
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else {
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this.body.emitter.emit("_redraw", true);
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range = this._getRange(options.nodes);
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var xDistance = Math.abs(range.maxX - range.minX) * 1.1;
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var yDistance = Math.abs(range.maxY - range.minY) * 1.1;
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var xZoomLevel = this.canvas.frame.canvas.clientWidth / xDistance;
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var yZoomLevel = this.canvas.frame.canvas.clientHeight / yDistance;
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zoomLevel = (xZoomLevel <= yZoomLevel) ? xZoomLevel : yZoomLevel;
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}
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if (zoomLevel > 1.0) {
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zoomLevel = 1.0;
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}
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var center = this._findCenter(range);
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var animationOptions = {position: center, scale: zoomLevel, animation: options};
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this.moveTo(animationOptions);
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}
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// animation
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/**
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* Center a node in view.
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*
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* @param {Number} nodeId
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* @param {Number} [options]
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*/
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focusOnNode(nodeId, options = {}) {
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if (this.body.nodes[nodeId] !== undefined) {
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var nodePosition = {x: this.body.nodes[nodeId].x, y: this.body.nodes[nodeId].y};
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options.position = nodePosition;
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options.lockedOnNode = nodeId;
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this.moveTo(options)
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}
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else {
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console.log("Node: " + nodeId + " cannot be found.");
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}
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}
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/**
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*
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* @param {Object} options | options.offset = {x:Number, y:Number} // offset from the center in DOM pixels
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* | options.scale = Number // scale to move to
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* | options.position = {x:Number, y:Number} // position to move to
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* | options.animation = {duration:Number, easingFunction:String} || Boolean // position to move to
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*/
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moveTo(options) {
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if (options === undefined) {
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options = {};
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return;
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}
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if (options.offset === undefined) {options.offset = {x: 0, y: 0}; }
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if (options.offset.x === undefined) {options.offset.x = 0; }
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if (options.offset.y === undefined) {options.offset.y = 0; }
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if (options.scale === undefined) {options.scale = this.body.view.scale; }
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if (options.position === undefined) {options.position = this.body.view.translation;}
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if (options.animation === undefined) {options.animation = {duration:0}; }
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if (options.animation === false ) {options.animation = {duration:0}; }
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if (options.animation === true ) {options.animation = {}; }
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if (options.animation.duration === undefined) {options.animation.duration = 1000; } // default duration
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if (options.animation.easingFunction === undefined) {options.animation.easingFunction = "easeInOutQuad"; } // default easing function
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this.animateView(options);
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}
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/**
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*
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* @param {Object} options | options.offset = {x:Number, y:Number} // offset from the center in DOM pixels
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* | options.time = Number // animation time in milliseconds
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* | options.scale = Number // scale to animate to
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* | options.position = {x:Number, y:Number} // position to animate to
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* | options.easingFunction = String // linear, easeInQuad, easeOutQuad, easeInOutQuad,
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* // easeInCubic, easeOutCubic, easeInOutCubic,
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* // easeInQuart, easeOutQuart, easeInOutQuart,
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* // easeInQuint, easeOutQuint, easeInOutQuint
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*/
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animateView(options) {
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if (options === undefined) {
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return;
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}
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this.animationEasingFunction = options.animation.easingFunction;
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// release if something focussed on the node
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this.releaseNode();
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if (options.locked == true) {
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this.lockedOnNodeId = options.lockedOnNode;
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this.lockedOnNodeOffset = options.offset;
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}
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// forcefully complete the old animation if it was still running
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if (this.easingTime != 0) {
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this._transitionRedraw(true); // by setting easingtime to 1, we finish the animation.
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}
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this.sourceScale = this.body.view.scale;
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this.sourceTranslation = this.body.view.translation;
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this.targetScale = options.scale;
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// set the scale so the viewCenter is based on the correct zoom level. This is overridden in the transitionRedraw
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// but at least then we'll have the target transition
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this.body.view.scale = this.targetScale;
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var viewCenter = this.canvas.DOMtoCanvas({x: 0.5 * this.canvas.frame.canvas.clientWidth, y: 0.5 * this.canvas.frame.canvas.clientHeight});
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var distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
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x: viewCenter.x - options.position.x,
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y: viewCenter.y - options.position.y
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};
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this.targetTranslation = {
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x: this.sourceTranslation.x + distanceFromCenter.x * this.targetScale + options.offset.x,
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y: this.sourceTranslation.y + distanceFromCenter.y * this.targetScale + options.offset.y
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};
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// if the time is set to 0, don't do an animation
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if (options.animation.duration == 0) {
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if (this.lockedOnNodeId != undefined) {
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this.viewFunction = this._lockedRedraw.bind(this);
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this.body.emitter.on("initRedraw", this.viewFunction);
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}
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else {
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this.body.view.scale = this.targetScale;
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this.body.view.translation = this.targetTranslation;
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this.body.emitter.emit("_requestRedraw");
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}
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}
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else {
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this.animationSpeed = 1 / (60 * options.animation.duration * 0.001) || 1 / 60; // 60 for 60 seconds, 0.001 for milli's
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this.animationEasingFunction = options.animation.easingFunction;
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this.viewFunction = this._transitionRedraw.bind(this);
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this.body.emitter.on("initRedraw", this.viewFunction);
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this.body.emitter.emit("_startRendering");
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}
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}
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/**
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* used to animate smoothly by hijacking the redraw function.
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* @private
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*/
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_lockedRedraw() {
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var nodePosition = {x: this.body.nodes[this.lockedOnNodeId].x, y: this.body.nodes[this.lockedOnNodeId].y};
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var viewCenter = this.DOMtoCanvas({x: 0.5 * this.frame.canvas.clientWidth, y: 0.5 * this.frame.canvas.clientHeight});
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var distanceFromCenter = { // offset from view, distance view has to change by these x and y to center the node
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x: viewCenter.x - nodePosition.x,
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y: viewCenter.y - nodePosition.y
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};
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var sourceTranslation = this.body.view.translation;
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var targetTranslation = {
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x: sourceTranslation.x + distanceFromCenter.x * this.body.view.scale + this.lockedOnNodeOffset.x,
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y: sourceTranslation.y + distanceFromCenter.y * this.body.view.scale + this.lockedOnNodeOffset.y
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};
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this.body.view.translation = targetTranslation;
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}
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releaseNode() {
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if (this.lockedOnNodeId !== undefined && this.viewFunction !== undefined) {
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this.body.emitter.off("initRedraw", this.viewFunction);
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this.lockedOnNodeId = undefined;
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this.lockedOnNodeOffset = undefined;
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}
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}
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/**
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*
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* @param easingTime
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* @private
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*/
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_transitionRedraw(finished = false) {
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this.easingTime += this.animationSpeed;
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this.easingTime = finished === true ? 1.0 : this.easingTime;
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var progress = util.easingFunctions[this.animationEasingFunction](this.easingTime);
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this.body.view.scale = this.sourceScale + (this.targetScale - this.sourceScale) * progress;
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this.body.view.translation = {
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x: this.sourceTranslation.x + (this.targetTranslation.x - this.sourceTranslation.x) * progress,
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y: this.sourceTranslation.y + (this.targetTranslation.y - this.sourceTranslation.y) * progress
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};
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// cleanup
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if (this.easingTime >= 1.0) {
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this.body.emitter.off("initRedraw", this.viewFunction);
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this.easingTime = 0;
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if (this.lockedOnNodeId != undefined) {
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this.viewFunction = this._lockedRedraw.bind(this);
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this.body.emitter.on("initRedraw", this.viewFunction);
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}
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this.body.emitter.emit("animationFinished");
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}
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};
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}
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export default View;
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