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import "../core/identity";
import "../core/rebind";
import "../event/event";
import "../event/dispatch";
import "../event/timer";
import "../geom/quadtree";
import "layout";
// A rudimentary force layout using Gauss-Seidel.
d3.layout.force = function() {
var force = {},
event = d3.dispatch("start", "tick", "end"),
timer,
size = [1, 1],
drag,
alpha,
friction = 0.9,
linkDistance = d3_layout_forceLinkDistance,
linkStrength = d3_layout_forceLinkStrength,
charge = -30,
chargeDistance2 = d3_layout_forceChargeDistance2,
gravity = 0.1,
theta2 = 0.64,
nodes = [],
links = [],
distances,
strengths,
charges;
function repulse(node) {
return function(quad, x1, _, x2) {
if (quad.point !== node) {
var dx = quad.cx - node.x,
dy = quad.cy - node.y,
dw = x2 - x1,
dn = dx * dx + dy * dy;
/* Barnes-Hut criterion. */
if (dw * dw / theta2 < dn) {
if (dn < chargeDistance2) {
var k = quad.charge / dn;
node.px -= dx * k;
node.py -= dy * k;
}
return true;
}
if (quad.point && dn && dn < chargeDistance2) {
var k = quad.pointCharge / dn;
node.px -= dx * k;
node.py -= dy * k;
}
}
return !quad.charge;
};
}
force.tick = function() {
// simulated annealing, basically
if ((alpha *= 0.99) < 0.005) {
timer = null;
event.end({type: "end", alpha: alpha = 0});
return true;
}
var n = nodes.length,
m = links.length,
q,
i, // current index
o, // current object
s, // current source
t, // current target
l, // current distance
k, // current force
x, // x-distance
y; // y-distance
// gauss-seidel relaxation for links
for (i = 0; i < m; ++i) {
o = links[i];
s = o.source;
t = o.target;
x = t.x - s.x;
y = t.y - s.y;
if (l = (x * x + y * y)) {
l = alpha * strengths[i] * ((l = Math.sqrt(l)) - distances[i]) / l;
x *= l;
y *= l;
t.x -= x * (k = (s.weight + t.weight ? s.weight / (s.weight + t.weight) : 0.5));
t.y -= y * k;
s.x += x * (k = 1 - k);
s.y += y * k;
}
}
// apply gravity forces
if (k = alpha * gravity) {
x = size[0] / 2;
y = size[1] / 2;
i = -1; if (k) while (++i < n) {
o = nodes[i];
o.x += (x - o.x) * k;
o.y += (y - o.y) * k;
}
}
// compute quadtree center of mass and apply charge forces
if (charge) {
d3_layout_forceAccumulate(q = d3.geom.quadtree(nodes), alpha, charges);
i = -1; while (++i < n) {
if (!(o = nodes[i]).fixed) {
q.visit(repulse(o));
}
}
}
// position verlet integration
i = -1; while (++i < n) {
o = nodes[i];
if (o.fixed) {
o.x = o.px;
o.y = o.py;
} else {
o.x -= (o.px - (o.px = o.x)) * friction;
o.y -= (o.py - (o.py = o.y)) * friction;
}
}
event.tick({type: "tick", alpha: alpha});
};
force.nodes = function(x) {
if (!arguments.length) return nodes;
nodes = x;
return force;
};
force.links = function(x) {
if (!arguments.length) return links;
links = x;
return force;
};
force.size = function(x) {
if (!arguments.length) return size;
size = x;
return force;
};
force.linkDistance = function(x) {
if (!arguments.length) return linkDistance;
linkDistance = typeof x === "function" ? x : +x;
return force;
};
// For backwards-compatibility.
force.distance = force.linkDistance;
force.linkStrength = function(x) {
if (!arguments.length) return linkStrength;
linkStrength = typeof x === "function" ? x : +x;
return force;
};
force.friction = function(x) {
if (!arguments.length) return friction;
friction = +x;
return force;
};
force.charge = function(x) {
if (!arguments.length) return charge;
charge = typeof x === "function" ? x : +x;
return force;
};
force.chargeDistance = function(x) {
if (!arguments.length) return Math.sqrt(chargeDistance2);
chargeDistance2 = x * x;
return force;
};
force.gravity = function(x) {
if (!arguments.length) return gravity;
gravity = +x;
return force;
};
force.theta = function(x) {
if (!arguments.length) return Math.sqrt(theta2);
theta2 = x * x;
return force;
};
force.alpha = function(x) {
if (!arguments.length) return alpha;
x = +x;
if (alpha) { // if we're already running
if (x > 0) { // we might keep it hot
alpha = x;
} else { // or we might stop
timer.c = null, timer.t = NaN, timer = null;
event.end({type: "end", alpha: alpha = 0});
}
} else if (x > 0) { // otherwise, fire it up!
event.start({type: "start", alpha: alpha = x});
timer = d3_timer(force.tick);
}
return force;
};
force.start = function() {
var i,
n = nodes.length,
m = links.length,
w = size[0],
h = size[1],
neighbors,
o;
for (i = 0; i < n; ++i) {
(o = nodes[i]).index = i;
o.weight = 0;
}
for (i = 0; i < m; ++i) {
o = links[i];
if (typeof o.source == "number") o.source = nodes[o.source];
if (typeof o.target == "number") o.target = nodes[o.target];
++o.source.weight;
++o.target.weight;
}
for (i = 0; i < n; ++i) {
o = nodes[i];
if (isNaN(o.x)) o.x = position("x", w);
if (isNaN(o.y)) o.y = position("y", h);
if (isNaN(o.px)) o.px = o.x;
if (isNaN(o.py)) o.py = o.y;
}
distances = [];
if (typeof linkDistance === "function") for (i = 0; i < m; ++i) distances[i] = +linkDistance.call(this, links[i], i);
else for (i = 0; i < m; ++i) distances[i] = linkDistance;
strengths = [];
if (typeof linkStrength === "function") for (i = 0; i < m; ++i) strengths[i] = +linkStrength.call(this, links[i], i);
else for (i = 0; i < m; ++i) strengths[i] = linkStrength;
charges = [];
if (typeof charge === "function") for (i = 0; i < n; ++i) charges[i] = +charge.call(this, nodes[i], i);
else for (i = 0; i < n; ++i) charges[i] = charge;
// inherit node position from first neighbor with defined position
// or if no such neighbors, initialize node position randomly
// initialize neighbors lazily to avoid overhead when not needed
function position(dimension, size) {
if (!neighbors) {
neighbors = new Array(n);
for (j = 0; j < n; ++j) {
neighbors[j] = [];
}
for (j = 0; j < m; ++j) {
var o = links[j];
neighbors[o.source.index].push(o.target);
neighbors[o.target.index].push(o.source);
}
}
var candidates = neighbors[i],
j = -1,
l = candidates.length,
x;
while (++j < l) if (!isNaN(x = candidates[j][dimension])) return x;
return Math.random() * size;
}
return force.resume();
};
force.resume = function() {
return force.alpha(0.1);
};
force.stop = function() {
return force.alpha(0);
};
// use `node.call(force.drag)` to make nodes draggable
force.drag = function() {
if (!drag) drag = d3.behavior.drag()
.origin(d3_identity)
.on("dragstart.force", d3_layout_forceDragstart)
.on("drag.force", dragmove)
.on("dragend.force", d3_layout_forceDragend);
if (!arguments.length) return drag;
this.on("mouseover.force", d3_layout_forceMouseover)
.on("mouseout.force", d3_layout_forceMouseout)
.call(drag);
};
function dragmove(d) {
d.px = d3.event.x, d.py = d3.event.y;
force.resume(); // restart annealing
}
return d3.rebind(force, event, "on");
};
// The fixed property has three bits:
// Bit 1 can be set externally (e.g., d.fixed = true) and show persist.
// Bit 2 stores the dragging state, from mousedown to mouseup.
// Bit 3 stores the hover state, from mouseover to mouseout.
// Dragend is a special case: it also clears the hover state.
function d3_layout_forceDragstart(d) {
d.fixed |= 2; // set bit 2
}
function d3_layout_forceDragend(d) {
d.fixed &= ~6; // unset bits 2 and 3
}
function d3_layout_forceMouseover(d) {
d.fixed |= 4; // set bit 3
d.px = d.x, d.py = d.y; // set velocity to zero
}
function d3_layout_forceMouseout(d) {
d.fixed &= ~4; // unset bit 3
}
function d3_layout_forceAccumulate(quad, alpha, charges) {
var cx = 0,
cy = 0;
quad.charge = 0;
if (!quad.leaf) {
var nodes = quad.nodes,
n = nodes.length,
i = -1,
c;
while (++i < n) {
c = nodes[i];
if (c == null) continue;
d3_layout_forceAccumulate(c, alpha, charges);
quad.charge += c.charge;
cx += c.charge * c.cx;
cy += c.charge * c.cy;
}
}
if (quad.point) {
// jitter internal nodes that are coincident
if (!quad.leaf) {
quad.point.x += Math.random() - 0.5;
quad.point.y += Math.random() - 0.5;
}
var k = alpha * charges[quad.point.index];
quad.charge += quad.pointCharge = k;
cx += k * quad.point.x;
cy += k * quad.point.y;
}
quad.cx = cx / quad.charge;
quad.cy = cy / quad.charge;
}
var d3_layout_forceLinkDistance = 20,
d3_layout_forceLinkStrength = 1,
d3_layout_forceChargeDistance2 = Infinity;
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