/**
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* Created by Alex on 3/3/2015.
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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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}
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setOptions(options) {
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}
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positionInitially(nodesArray) {
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for (var i = 0; i < nodesArray.length; i++) {
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let node = nodesArray[i];
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if ((!node.isFixed()) && (node.x === null || node.y === null)) {
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var radius = 10 * 0.1*nodesArray.length + 10;
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var angle = 2 * Math.PI * Math.random();
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if (node.options.fixed.x == false) {node.x = radius * Math.cos(angle);}
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if (node.options.fixed.x == false) {node.y = radius * Math.sin(angle);}
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}
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}
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}
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_resetLevels() {
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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.preassignedLevel == false) {
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node.level = -1;
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node.hierarchyEnumerated = false;
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}
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}
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}
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}
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/**
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* This is the main function to layout the nodes in a hierarchical way.
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* It checks if the node details are supplied correctly
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*
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* @private
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*/
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_setupHierarchicalLayout() {
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if (this.constants.hierarchicalLayout.enabled == true && this.nodeIndices.length > 0) {
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// get the size of the largest hubs and check if the user has defined a level for a node.
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var hubsize = 0;
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var node, nodeId;
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var definedLevel = false;
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var undefinedLevel = false;
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.level != -1) {
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definedLevel = true;
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}
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else {
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undefinedLevel = true;
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}
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if (hubsize < node.edges.length) {
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hubsize = node.edges.length;
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}
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}
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}
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// if the user defined some levels but not all, alert and run without hierarchical layout
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if (undefinedLevel == true && definedLevel == true) {
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throw new Error("To use the hierarchical layout, nodes require either no predefined levels or levels have to be defined for all nodes.");
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this.zoomExtent({duration:0},true,this.constants.clustering.enabled);
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if (!this.constants.clustering.enabled) {
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this.start();
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}
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}
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else {
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// setup the system to use hierarchical method.
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this._changeConstants();
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// define levels if undefined by the users. Based on hubsize
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if (undefinedLevel == true) {
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if (this.constants.hierarchicalLayout.layout == "hubsize") {
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this._determineLevels(hubsize);
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}
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else {
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this._determineLevelsDirected(false);
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}
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}
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// check the distribution of the nodes per level.
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var distribution = this._getDistribution();
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// place the nodes on the canvas. This also stablilizes the system. Redraw in started automatically after stabilize.
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this._placeNodesByHierarchy(distribution);
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}
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}
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}
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/**
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* This function places the nodes on the canvas based on the hierarchial distribution.
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*
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* @param {Object} distribution | obtained by the function this._getDistribution()
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* @private
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*/
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_placeNodesByHierarchy(distribution) {
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var nodeId, node;
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// start placing all the level 0 nodes first. Then recursively position their branches.
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for (var level in distribution) {
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if (distribution.hasOwnProperty(level)) {
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for (nodeId in distribution[level].nodes) {
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if (distribution[level].nodes.hasOwnProperty(nodeId)) {
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node = distribution[level].nodes[nodeId];
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if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") {
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if (node.xFixed) {
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node.x = distribution[level].minPos;
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node.xFixed = false;
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distribution[level].minPos += distribution[level].nodeSpacing;
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}
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}
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else {
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if (node.yFixed) {
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node.y = distribution[level].minPos;
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node.yFixed = false;
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distribution[level].minPos += distribution[level].nodeSpacing;
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}
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}
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this._placeBranchNodes(node.edges,node.id,distribution,node.level);
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}
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}
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}
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}
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// stabilize the system after positioning. This function calls zoomExtent.
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this._stabilize();
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}
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/**
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* This function get the distribution of levels based on hubsize
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*
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* @returns {Object}
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* @private
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*/
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_getDistribution() {
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var distribution = {};
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var nodeId, node, level;
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// we fix Y because the hierarchy is vertical, we fix X so we do not give a node an x position for a second time.
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// the fix of X is removed after the x value has been set.
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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node.xFixed = true;
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node.yFixed = true;
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if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") {
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node.y = this.constants.hierarchicalLayout.levelSeparation*node.level;
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}
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else {
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node.x = this.constants.hierarchicalLayout.levelSeparation*node.level;
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}
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if (distribution[node.level] === undefined) {
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distribution[node.level] = {amount: 0, nodes: {}, minPos:0, nodeSpacing:0};
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}
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distribution[node.level].amount += 1;
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distribution[node.level].nodes[nodeId] = node;
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}
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}
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// determine the largest amount of nodes of all levels
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var maxCount = 0;
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for (level in distribution) {
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if (distribution.hasOwnProperty(level)) {
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if (maxCount < distribution[level].amount) {
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maxCount = distribution[level].amount;
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}
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}
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}
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// set the initial position and spacing of each nodes accordingly
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for (level in distribution) {
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if (distribution.hasOwnProperty(level)) {
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distribution[level].nodeSpacing = (maxCount + 1) * this.constants.hierarchicalLayout.nodeSpacing;
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distribution[level].nodeSpacing /= (distribution[level].amount + 1);
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distribution[level].minPos = distribution[level].nodeSpacing - (0.5 * (distribution[level].amount + 1) * distribution[level].nodeSpacing);
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}
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}
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return distribution;
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}
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/**
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* this function allocates nodes in levels based on the recursive branching from the largest hubs.
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*
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* @param hubsize
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* @private
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*/
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_determineLevels(hubsize) {
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var nodeId, node;
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// determine hubs
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.edges.length == hubsize) {
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node.level = 0;
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}
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}
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}
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// branch from hubs
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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if (node.level == 0) {
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this._setLevel(1,node.edges,node.id);
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}
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}
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}
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}
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/**
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* this function allocates nodes in levels based on the direction of the edges
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*
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* @param hubsize
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* @private
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*/
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_determineLevelsDirected() {
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var nodeId, node, firstNode;
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var minLevel = 10000;
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// set first node to source
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firstNode = this.body.nodes[this.nodeIndices[0]];
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firstNode.level = minLevel;
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this._setLevelDirected(minLevel,firstNode.edges,firstNode.id);
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// get the minimum level
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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minLevel = node.level < minLevel ? node.level : minLevel;
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}
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}
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// subtract the minimum from the set so we have a range starting from 0
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for (nodeId in this.body.nodes) {
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if (this.body.nodes.hasOwnProperty(nodeId)) {
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node = this.body.nodes[nodeId];
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node.level -= minLevel;
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}
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}
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}
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/**
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* Since hierarchical layout does not support:
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* - smooth curves (based on the physics),
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* - clustering (based on dynamic node counts)
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*
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* We disable both features so there will be no problems.
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*
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* @private
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*/
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_changeConstants() {
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this.constants.clustering.enabled = false;
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this.constants.physics.barnesHut.enabled = false;
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this.constants.physics.hierarchicalRepulsion.enabled = true;
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this._loadSelectedForceSolver();
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if (this.constants.smoothCurves.enabled == true) {
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this.constants.smoothCurves.dynamic = false;
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}
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this._configureSmoothCurves();
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var config = this.constants.hierarchicalLayout;
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config.levelSeparation = Math.abs(config.levelSeparation);
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if (config.direction == "RL" || config.direction == "DU") {
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config.levelSeparation *= -1;
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}
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if (config.direction == "RL" || config.direction == "LR") {
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if (this.constants.smoothCurves.enabled == true) {
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this.constants.smoothCurves.type = "vertical";
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}
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}
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else {
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if (this.constants.smoothCurves.enabled == true) {
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this.constants.smoothCurves.type = "horizontal";
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}
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}
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}
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/**
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* This is a recursively called function to enumerate the branches from the largest hubs and place the nodes
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* on a X position that ensures there will be no overlap.
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*
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* @param edges
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* @param parentId
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* @param distribution
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* @param parentLevel
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* @private
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*/
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_placeBranchNodes(edges, parentId, distribution, parentLevel) {
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for (var i = 0; i < edges.length; i++) {
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var childNode = null;
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if (edges[i].toId == parentId) {
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childNode = edges[i].from;
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}
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else {
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childNode = edges[i].to;
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}
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// if a node is conneceted to another node on the same level (or higher (means lower level))!, this is not handled here.
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var nodeMoved = false;
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if (this.constants.hierarchicalLayout.direction == "UD" || this.constants.hierarchicalLayout.direction == "DU") {
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if (childNode.xFixed && childNode.level > parentLevel) {
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childNode.xFixed = false;
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childNode.x = distribution[childNode.level].minPos;
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nodeMoved = true;
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}
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}
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else {
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if (childNode.yFixed && childNode.level > parentLevel) {
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childNode.yFixed = false;
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childNode.y = distribution[childNode.level].minPos;
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nodeMoved = true;
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}
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}
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if (nodeMoved == true) {
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distribution[childNode.level].minPos += distribution[childNode.level].nodeSpacing;
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if (childNode.edges.length > 1) {
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this._placeBranchNodes(childNode.edges,childNode.id,distribution,childNode.level);
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}
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}
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}
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}
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/**
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* this function is called recursively to enumerate the barnches of the largest hubs and give each node a level.
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*
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* @param level
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* @param edges
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* @param parentId
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* @private
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*/
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_setLevel(level, edges, parentId) {
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for (var i = 0; i < edges.length; i++) {
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var childNode = null;
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if (edges[i].toId == parentId) {
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childNode = edges[i].from;
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}
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else {
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childNode = edges[i].to;
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}
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if (childNode.level == -1 || childNode.level > level) {
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childNode.level = level;
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if (childNode.edges.length > 1) {
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this._setLevel(level+1, childNode.edges, childNode.id);
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}
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}
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}
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}
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/**
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* this function is called recursively to enumerate the branched of the first node and give each node a level based on edge direction
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*
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* @param level
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* @param edges
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* @param parentId
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* @private
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*/
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_setLevelDirected(level, edges, parentId) {
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this.body.nodes[parentId].hierarchyEnumerated = true;
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var childNode, direction;
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for (var i = 0; i < edges.length; i++) {
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direction = 1;
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if (edges[i].toId == parentId) {
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childNode = edges[i].from;
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direction = -1;
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}
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else {
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childNode = edges[i].to;
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}
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if (childNode.level == -1) {
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childNode.level = level + direction;
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}
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}
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for (var i = 0; i < edges.length; i++) {
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if (edges[i].toId == parentId) {childNode = edges[i].from;}
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else {childNode = edges[i].to;}
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if (childNode.edges.length > 1 && childNode.hierarchyEnumerated === false) {
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this._setLevelDirected(childNode.level, childNode.edges, childNode.id);
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}
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}
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}
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/**
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* Unfix nodes
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*
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* @private
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*/
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_restoreNodes() {
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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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this.body.nodes[nodeId].xFixed = false;
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this.body.nodes[nodeId].yFixed = false;
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}
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}
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}
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}
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export default LayoutEngine;
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