mirror of
https://github.com/overleaf/overleaf.git
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12185 lines
347 KiB
JavaScript
12185 lines
347 KiB
JavaScript
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;(function(undefined) {
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'use strict';
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var __instances = {};
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/**
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* This is the sigma instances constructor. One instance of sigma represent
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* one graph. It is possible to represent this grapĥ with several renderers
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* at the same time. By default, the default renderer (WebGL + Canvas
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* polyfill) will be used as the only renderer, with the container specified
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* in the configuration.
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*
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* @param {?*} conf The configuration of the instance. There are a lot of
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* different recognized forms to instantiate sigma, check
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* example files, documentation in this file and unit
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* tests to know more.
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* @return {sigma} The fresh new sigma instance.
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*
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* Instanciating sigma:
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* ********************
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* If no parameter is given to the constructor, the instance will be created
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* without any renderer or camera. It will just instantiate the graph, and
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* other modules will have to be instantiated through the public methods,
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* like "addRenderer" etc:
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*
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* > s0 = new sigma();
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* > s0.addRenderer({
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* > type: 'canvas',
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* > container: 'my-container-id'
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* > });
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*
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* In most of the cases, sigma will simply be used with the default renderer.
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* Then, since the only required parameter is the DOM container, there are
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* some simpler way to call the constructor. The four following calls do the
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* exact same things:
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*
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* > s1 = new sigma('my-container-id');
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* > s2 = new sigma(document.getElementById('my-container-id'));
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* > s3 = new sigma({
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* > container: document.getElementById('my-container-id')
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* > });
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* > s4 = new sigma({
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* > renderers: [{
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* > container: document.getElementById('my-container-id')
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* > }]
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* > });
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*
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* Recognized parameters:
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* **********************
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* Here is the exhaustive list of every accepted parameters, when calling the
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* constructor with to top level configuration object (fourth case in the
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* previous examples):
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*
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* {?string} id The id of the instance. It will be generated
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* automatically if not specified.
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* {?array} renderers An array containing objects describing renderers.
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* {?object} graph An object containing an array of nodes and an array
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* of edges, to avoid having to add them by hand later.
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* {?object} settings An object containing instance specific settings that
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* will override the default ones defined in the object
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* sigma.settings.
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*/
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var sigma = function(conf) {
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// Local variables:
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// ****************
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var i,
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l,
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a,
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c,
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o,
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id;
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sigma.classes.dispatcher.extend(this);
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// Private attributes:
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// *******************
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var _self = this,
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_conf = conf || {};
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// Little shortcut:
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// ****************
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// The configuration is supposed to have a list of the configuration
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// objects for each renderer.
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// - If there are no configuration at all, then nothing is done.
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// - If there are no renderer list, the given configuration object will be
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// considered as describing the first and only renderer.
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// - If there are no renderer list nor "container" object, it will be
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// considered as the container itself (a DOM element).
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// - If the argument passed to sigma() is a string, it will be considered
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// as the ID of the DOM container.
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if (
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typeof _conf === 'string' ||
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_conf instanceof HTMLElement
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)
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_conf = {
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renderers: [_conf]
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};
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else if (Object.prototype.toString.call(_conf) === '[object Array]')
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_conf = {
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renderers: _conf
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};
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// Also check "renderer" and "container" keys:
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o = _conf.renderers || _conf.renderer || _conf.container;
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if (!_conf.renderers || _conf.renderers.length === 0)
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if (
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typeof o === 'string' ||
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o instanceof HTMLElement ||
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(typeof o === 'object' && 'container' in o)
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)
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_conf.renderers = [o];
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// Recense the instance:
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if (_conf.id) {
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if (__instances[_conf.id])
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throw 'sigma: Instance "' + _conf.id + '" already exists.';
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Object.defineProperty(this, 'id', {
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value: _conf.id
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});
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} else {
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id = 0;
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while (__instances[id])
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id++;
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Object.defineProperty(this, 'id', {
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value: '' + id
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});
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}
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__instances[this.id] = this;
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// Initialize settings function:
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this.settings = new sigma.classes.configurable(
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sigma.settings,
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_conf.settings || {}
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);
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// Initialize locked attributes:
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Object.defineProperty(this, 'graph', {
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value: new sigma.classes.graph(this.settings),
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configurable: true
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});
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Object.defineProperty(this, 'middlewares', {
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value: [],
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configurable: true
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});
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Object.defineProperty(this, 'cameras', {
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value: {},
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configurable: true
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});
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Object.defineProperty(this, 'renderers', {
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value: {},
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configurable: true
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});
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Object.defineProperty(this, 'renderersPerCamera', {
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value: {},
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configurable: true
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});
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Object.defineProperty(this, 'cameraFrames', {
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value: {},
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configurable: true
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});
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Object.defineProperty(this, 'camera', {
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get: function() {
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return this.cameras[0];
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}
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});
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Object.defineProperty(this, 'events', {
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value: [
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'click',
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'rightClick',
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'clickStage',
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'doubleClickStage',
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'rightClickStage',
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'clickNode',
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'clickNodes',
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'doubleClickNode',
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'doubleClickNodes',
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'rightClickNode',
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'rightClickNodes',
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'overNode',
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'overNodes',
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'outNode',
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'outNodes',
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'downNode',
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'downNodes',
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'upNode',
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'upNodes'
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],
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configurable: true
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});
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// Add a custom handler, to redispatch events from renderers:
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this._handler = (function(e) {
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var k,
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data = {};
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for (k in e.data)
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data[k] = e.data[k];
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data.renderer = e.target;
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this.dispatchEvent(e.type, data);
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}).bind(this);
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// Initialize renderers:
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a = _conf.renderers || [];
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for (i = 0, l = a.length; i < l; i++)
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this.addRenderer(a[i]);
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// Initialize middlewares:
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a = _conf.middlewares || [];
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for (i = 0, l = a.length; i < l; i++)
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this.middlewares.push(
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typeof a[i] === 'string' ?
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sigma.middlewares[a[i]] :
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a[i]
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);
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// Check if there is already a graph to fill in:
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if (typeof _conf.graph === 'object' && _conf.graph) {
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this.graph.read(_conf.graph);
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// If a graph is given to the to the instance, the "refresh" method is
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// directly called:
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this.refresh();
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}
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// Deal with resize:
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window.addEventListener('resize', function() {
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if (_self.settings)
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_self.refresh();
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});
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};
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/**
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* This methods will instantiate and reference a new camera. If no id is
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* specified, then an automatic id will be generated.
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*
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* @param {?string} id Eventually the camera id.
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* @return {sigma.classes.camera} The fresh new camera instance.
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*/
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sigma.prototype.addCamera = function(id) {
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var self = this,
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camera;
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if (!arguments.length) {
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id = 0;
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while (this.cameras['' + id])
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id++;
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id = '' + id;
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}
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if (this.cameras[id])
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throw 'sigma.addCamera: The camera "' + id + '" already exists.';
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camera = new sigma.classes.camera(id, this.graph, this.settings);
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this.cameras[id] = camera;
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// Add a quadtree to the camera:
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camera.quadtree = new sigma.classes.quad();
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// Add an edgequadtree to the camera:
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if (sigma.classes.edgequad !== undefined) {
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camera.edgequadtree = new sigma.classes.edgequad();
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}
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camera.bind('coordinatesUpdated', function(e) {
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self.renderCamera(camera, camera.isAnimated);
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});
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this.renderersPerCamera[id] = [];
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return camera;
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};
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/**
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* This method kills a camera, and every renderer attached to it.
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*
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* @param {string|camera} v The camera to kill or its ID.
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* @return {sigma} Returns the instance.
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*/
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sigma.prototype.killCamera = function(v) {
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v = typeof v === 'string' ? this.cameras[v] : v;
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if (!v)
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throw 'sigma.killCamera: The camera is undefined.';
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var i,
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l,
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a = this.renderersPerCamera[v.id];
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for (l = a.length, i = l - 1; i >= 0; i--)
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this.killRenderer(a[i]);
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delete this.renderersPerCamera[v.id];
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delete this.cameraFrames[v.id];
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delete this.cameras[v.id];
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if (v.kill)
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v.kill();
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return this;
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};
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/**
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* This methods will instantiate and reference a new renderer. The "type"
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* argument can be the constructor or its name in the "sigma.renderers"
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* package. If no type is specified, then "sigma.renderers.def" will be used.
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* If no id is specified, then an automatic id will be generated.
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*
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* @param {?object} options Eventually some options to give to the renderer
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* constructor.
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* @return {renderer} The fresh new renderer instance.
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*
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* Recognized parameters:
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* **********************
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* Here is the exhaustive list of every accepted parameters in the "options"
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* object:
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*
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* {?string} id Eventually the renderer id.
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* {?(function|string)} type Eventually the renderer constructor or its
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* name in the "sigma.renderers" package.
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* {?(camera|string)} camera Eventually the renderer camera or its
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* id.
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*/
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sigma.prototype.addRenderer = function(options) {
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var id,
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fn,
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camera,
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renderer,
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o = options || {};
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// Polymorphism:
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if (typeof o === 'string')
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o = {
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container: document.getElementById(o)
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};
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else if (o instanceof HTMLElement)
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o = {
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container: o
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};
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// If the container still is a string, we get it by id
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if (typeof o.container === 'string')
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o.container = document.getElementById(o.container);
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// Reference the new renderer:
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if (!('id' in o)) {
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id = 0;
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while (this.renderers['' + id])
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id++;
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id = '' + id;
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} else
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id = o.id;
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if (this.renderers[id])
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throw 'sigma.addRenderer: The renderer "' + id + '" already exists.';
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// Find the good constructor:
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fn = typeof o.type === 'function' ? o.type : sigma.renderers[o.type];
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fn = fn || sigma.renderers.def;
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// Find the good camera:
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camera = 'camera' in o ?
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(
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o.camera instanceof sigma.classes.camera ?
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o.camera :
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this.cameras[o.camera] || this.addCamera(o.camera)
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) :
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this.addCamera();
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if (this.cameras[camera.id] !== camera)
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throw 'sigma.addRenderer: The camera is not properly referenced.';
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// Instantiate:
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renderer = new fn(this.graph, camera, this.settings, o);
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this.renderers[id] = renderer;
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Object.defineProperty(renderer, 'id', {
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value: id
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});
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// Bind events:
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if (renderer.bind)
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renderer.bind(
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[
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'click',
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'rightClick',
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'clickStage',
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'doubleClickStage',
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'rightClickStage',
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'clickNode',
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'clickNodes',
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'clickEdge',
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'clickEdges',
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'doubleClickNode',
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'doubleClickNodes',
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'doubleClickEdge',
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'doubleClickEdges',
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'rightClickNode',
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'rightClickNodes',
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'rightClickEdge',
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'rightClickEdges',
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'overNode',
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'overNodes',
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'overEdge',
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'overEdges',
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'outNode',
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'outNodes',
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'outEdge',
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'outEdges',
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'downNode',
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'downNodes',
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'downEdge',
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'downEdges',
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'upNode',
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'upNodes',
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'upEdge',
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'upEdges'
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],
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this._handler
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);
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// Reference the renderer by its camera:
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this.renderersPerCamera[camera.id].push(renderer);
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return renderer;
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};
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/**
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||
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* This method kills a renderer.
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||
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*
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||
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* @param {string|renderer} v The renderer to kill or its ID.
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||
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* @return {sigma} Returns the instance.
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||
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*/
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sigma.prototype.killRenderer = function(v) {
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v = typeof v === 'string' ? this.renderers[v] : v;
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if (!v)
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throw 'sigma.killRenderer: The renderer is undefined.';
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var a = this.renderersPerCamera[v.camera.id],
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i = a.indexOf(v);
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if (i >= 0)
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a.splice(i, 1);
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if (v.kill)
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v.kill();
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delete this.renderers[v.id];
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return this;
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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 method calls the "render" method of each renderer, with the same
|
||
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* arguments than the "render" method, but will also check if the renderer
|
||
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* has a "process" method, and call it if it exists.
|
||
|
*
|
||
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* It is useful for quadtrees or WebGL processing, for instance.
|
||
|
*
|
||
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* @param {?object} options Eventually some options to give to the refresh
|
||
|
* method.
|
||
|
* @return {sigma} Returns the instance itself.
|
||
|
*
|
||
|
* Recognized parameters:
|
||
|
* **********************
|
||
|
* Here is the exhaustive list of every accepted parameters in the "options"
|
||
|
* object:
|
||
|
*
|
||
|
* {?boolean} skipIndexation A flag specifying wether or not the refresh
|
||
|
* function should reindex the graph in the
|
||
|
* quadtrees or not (default: false).
|
||
|
*/
|
||
|
sigma.prototype.refresh = function(options) {
|
||
|
var i,
|
||
|
l,
|
||
|
k,
|
||
|
a,
|
||
|
c,
|
||
|
bounds,
|
||
|
prefix = 0;
|
||
|
|
||
|
options = options || {};
|
||
|
|
||
|
// Call each middleware:
|
||
|
a = this.middlewares || [];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
a[i].call(
|
||
|
this,
|
||
|
(i === 0) ? '' : 'tmp' + prefix + ':',
|
||
|
(i === l - 1) ? 'ready:' : ('tmp' + (++prefix) + ':')
|
||
|
);
|
||
|
|
||
|
// Then, for each camera, call the "rescale" middleware, unless the
|
||
|
// settings specify not to:
|
||
|
for (k in this.cameras) {
|
||
|
c = this.cameras[k];
|
||
|
if (
|
||
|
c.settings('autoRescale') &&
|
||
|
this.renderersPerCamera[c.id] &&
|
||
|
this.renderersPerCamera[c.id].length
|
||
|
)
|
||
|
sigma.middlewares.rescale.call(
|
||
|
this,
|
||
|
a.length ? 'ready:' : '',
|
||
|
c.readPrefix,
|
||
|
{
|
||
|
width: this.renderersPerCamera[c.id][0].width,
|
||
|
height: this.renderersPerCamera[c.id][0].height
|
||
|
}
|
||
|
);
|
||
|
else
|
||
|
sigma.middlewares.copy.call(
|
||
|
this,
|
||
|
a.length ? 'ready:' : '',
|
||
|
c.readPrefix
|
||
|
);
|
||
|
|
||
|
if (!options.skipIndexation) {
|
||
|
// Find graph boundaries:
|
||
|
bounds = sigma.utils.getBoundaries(
|
||
|
this.graph,
|
||
|
c.readPrefix
|
||
|
);
|
||
|
|
||
|
// Refresh quadtree:
|
||
|
c.quadtree.index(this.graph.nodes(), {
|
||
|
prefix: c.readPrefix,
|
||
|
bounds: {
|
||
|
x: bounds.minX,
|
||
|
y: bounds.minY,
|
||
|
width: bounds.maxX - bounds.minX,
|
||
|
height: bounds.maxY - bounds.minY
|
||
|
}
|
||
|
});
|
||
|
|
||
|
// Refresh edgequadtree:
|
||
|
if (
|
||
|
c.edgequadtree !== undefined &&
|
||
|
c.settings('drawEdges') &&
|
||
|
c.settings('enableEdgeHovering')
|
||
|
) {
|
||
|
c.edgequadtree.index(this.graph, {
|
||
|
prefix: c.readPrefix,
|
||
|
bounds: {
|
||
|
x: bounds.minX,
|
||
|
y: bounds.minY,
|
||
|
width: bounds.maxX - bounds.minX,
|
||
|
height: bounds.maxY - bounds.minY
|
||
|
}
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Call each renderer:
|
||
|
a = Object.keys(this.renderers);
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (this.renderers[a[i]].process) {
|
||
|
if (this.settings('skipErrors'))
|
||
|
try {
|
||
|
this.renderers[a[i]].process();
|
||
|
} catch (e) {
|
||
|
console.log(
|
||
|
'Warning: The renderer "' + a[i] + '" crashed on ".process()"'
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
this.renderers[a[i]].process();
|
||
|
}
|
||
|
|
||
|
this.render();
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method calls the "render" method of each renderer.
|
||
|
*
|
||
|
* @return {sigma} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.prototype.render = function() {
|
||
|
var i,
|
||
|
l,
|
||
|
a,
|
||
|
prefix = 0;
|
||
|
|
||
|
// Call each renderer:
|
||
|
a = Object.keys(this.renderers);
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (this.settings('skipErrors'))
|
||
|
try {
|
||
|
this.renderers[a[i]].render();
|
||
|
} catch (e) {
|
||
|
if (this.settings('verbose'))
|
||
|
console.log(
|
||
|
'Warning: The renderer "' + a[i] + '" crashed on ".render()"'
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
this.renderers[a[i]].render();
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method calls the "render" method of each renderer that is bound to
|
||
|
* the specified camera. To improve the performances, if this method is
|
||
|
* called too often, the number of effective renderings is limitated to one
|
||
|
* per frame, unless you are using the "force" flag.
|
||
|
*
|
||
|
* @param {sigma.classes.camera} camera The camera to render.
|
||
|
* @param {?boolean} force If true, will render the camera
|
||
|
* directly.
|
||
|
* @return {sigma} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.prototype.renderCamera = function(camera, force) {
|
||
|
var i,
|
||
|
l,
|
||
|
a,
|
||
|
self = this;
|
||
|
|
||
|
if (force) {
|
||
|
a = this.renderersPerCamera[camera.id];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (this.settings('skipErrors'))
|
||
|
try {
|
||
|
a[i].render();
|
||
|
} catch (e) {
|
||
|
if (this.settings('verbose'))
|
||
|
console.log(
|
||
|
'Warning: The renderer "' + a[i].id + '" crashed on ".render()"'
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
a[i].render();
|
||
|
} else {
|
||
|
if (!this.cameraFrames[camera.id]) {
|
||
|
a = this.renderersPerCamera[camera.id];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (this.settings('skipErrors'))
|
||
|
try {
|
||
|
a[i].render();
|
||
|
} catch (e) {
|
||
|
if (this.settings('verbose'))
|
||
|
console.log(
|
||
|
'Warning: The renderer "' +
|
||
|
a[i].id +
|
||
|
'" crashed on ".render()"'
|
||
|
);
|
||
|
}
|
||
|
else
|
||
|
a[i].render();
|
||
|
|
||
|
this.cameraFrames[camera.id] = requestAnimationFrame(function() {
|
||
|
delete self.cameraFrames[camera.id];
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method calls the "kill" method of each module and destroys any
|
||
|
* reference from the instance.
|
||
|
*/
|
||
|
sigma.prototype.kill = function() {
|
||
|
var k;
|
||
|
|
||
|
// Dispatching event
|
||
|
this.dispatchEvent('kill');
|
||
|
|
||
|
// Kill graph:
|
||
|
this.graph.kill();
|
||
|
|
||
|
// Kill middlewares:
|
||
|
delete this.middlewares;
|
||
|
|
||
|
// Kill each renderer:
|
||
|
for (k in this.renderers)
|
||
|
this.killRenderer(this.renderers[k]);
|
||
|
|
||
|
// Kill each camera:
|
||
|
for (k in this.cameras)
|
||
|
this.killCamera(this.cameras[k]);
|
||
|
|
||
|
delete this.renderers;
|
||
|
delete this.cameras;
|
||
|
|
||
|
// Kill everything else:
|
||
|
for (k in this)
|
||
|
if (this.hasOwnProperty(k))
|
||
|
delete this[k];
|
||
|
|
||
|
delete __instances[this.id];
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Returns a clone of the instances object or a specific running instance.
|
||
|
*
|
||
|
* @param {?string} id Eventually an instance ID.
|
||
|
* @return {object} The related instance or a clone of the instances
|
||
|
* object.
|
||
|
*/
|
||
|
sigma.instances = function(id) {
|
||
|
return arguments.length ?
|
||
|
__instances[id] :
|
||
|
sigma.utils.extend({}, __instances);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The current version of sigma:
|
||
|
*/
|
||
|
sigma.version = '1.0.3';
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof this.sigma !== 'undefined')
|
||
|
throw 'An object called sigma is already in the global scope.';
|
||
|
|
||
|
this.sigma = sigma;
|
||
|
|
||
|
}).call(this);
|
||
|
|
||
|
/**
|
||
|
* conrad.js is a tiny JavaScript jobs scheduler,
|
||
|
*
|
||
|
* Version: 0.1.0
|
||
|
* Sources: http://github.com/jacomyal/conrad.js
|
||
|
* Doc: http://github.com/jacomyal/conrad.js#readme
|
||
|
*
|
||
|
* License:
|
||
|
* --------
|
||
|
* Copyright © 2013 Alexis Jacomy, Sciences-Po médialab
|
||
|
*
|
||
|
* Permission is hereby granted, free of charge, to any person obtaining a copy
|
||
|
* of this software and associated documentation files (the "Software"), to
|
||
|
* deal in the Software without restriction, including without limitation the
|
||
|
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||
|
* sell copies of the Software, and to permit persons to whom the Software is
|
||
|
* furnished to do so, subject to the following conditions:
|
||
|
*
|
||
|
* The above copyright notice and this permission notice shall be included in
|
||
|
* all copies or substantial portions of the Software.
|
||
|
*
|
||
|
* The Software is provided "as is", without warranty of any kind, express or
|
||
|
* implied, including but not limited to the warranties of merchantability,
|
||
|
* fitness for a particular purpose and noninfringement. In no event shall the
|
||
|
* authors or copyright holders be liable for any claim, damages or other
|
||
|
* liability, whether in an action of contract, tort or otherwise, arising
|
||
|
* from, out of or in connection with the software or the use or other dealings
|
||
|
* in the Software.
|
||
|
*/
|
||
|
(function(global) {
|
||
|
'use strict';
|
||
|
|
||
|
// Check that conrad.js has not been loaded yet:
|
||
|
if (global.conrad)
|
||
|
throw new Error('conrad already exists');
|
||
|
|
||
|
|
||
|
/**
|
||
|
* PRIVATE VARIABLES:
|
||
|
* ******************
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* A flag indicating whether conrad is running or not.
|
||
|
*
|
||
|
* @type {Number}
|
||
|
*/
|
||
|
var _lastFrameTime;
|
||
|
|
||
|
/**
|
||
|
* A flag indicating whether conrad is running or not.
|
||
|
*
|
||
|
* @type {Boolean}
|
||
|
*/
|
||
|
var _isRunning = false;
|
||
|
|
||
|
/**
|
||
|
* The hash of registered jobs. Each job must at least have a unique ID
|
||
|
* under the key "id" and a function under the key "job". This hash
|
||
|
* contains each running job and each waiting job.
|
||
|
*
|
||
|
* @type {Object}
|
||
|
*/
|
||
|
var _jobs = {};
|
||
|
|
||
|
/**
|
||
|
* The hash of currently running jobs.
|
||
|
*
|
||
|
* @type {Object}
|
||
|
*/
|
||
|
var _runningJobs = {};
|
||
|
|
||
|
/**
|
||
|
* The array of currently running jobs, sorted by priority.
|
||
|
*
|
||
|
* @type {Array}
|
||
|
*/
|
||
|
var _sortedByPriorityJobs = [];
|
||
|
|
||
|
/**
|
||
|
* The array of currently waiting jobs.
|
||
|
*
|
||
|
* @type {Object}
|
||
|
*/
|
||
|
var _waitingJobs = {};
|
||
|
|
||
|
/**
|
||
|
* The array of finished jobs. They are stored in an array, since two jobs
|
||
|
* with the same "id" can happen at two different times.
|
||
|
*
|
||
|
* @type {Array}
|
||
|
*/
|
||
|
var _doneJobs = [];
|
||
|
|
||
|
/**
|
||
|
* A dirty flag to keep conrad from starting: Indeed, when addJob() is called
|
||
|
* with several jobs, conrad must be started only at the end. This flag keeps
|
||
|
* me from duplicating the code that effectively adds a job.
|
||
|
*
|
||
|
* @type {Boolean}
|
||
|
*/
|
||
|
var _noStart = false;
|
||
|
|
||
|
/**
|
||
|
* An hash containing some global settings about how conrad.js should
|
||
|
* behave.
|
||
|
*
|
||
|
* @type {Object}
|
||
|
*/
|
||
|
var _parameters = {
|
||
|
frameDuration: 20,
|
||
|
history: true
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This object contains every handlers bound to conrad events. It does not
|
||
|
* requirea any DOM implementation, since the events are all JavaScript.
|
||
|
*
|
||
|
* @type {Object}
|
||
|
*/
|
||
|
var _handlers = Object.create(null);
|
||
|
|
||
|
|
||
|
/**
|
||
|
* PRIVATE FUNCTIONS:
|
||
|
* ******************
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Will execute the handler everytime that the indicated event (or the
|
||
|
* indicated events) will be triggered.
|
||
|
*
|
||
|
* @param {string|array|object} events The name of the event (or the events
|
||
|
* separated by spaces).
|
||
|
* @param {function(Object)} handler The handler to bind.
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _bind(events, handler) {
|
||
|
var i,
|
||
|
i_end,
|
||
|
event,
|
||
|
eArray;
|
||
|
|
||
|
if (!arguments.length)
|
||
|
return;
|
||
|
else if (
|
||
|
arguments.length === 1 &&
|
||
|
Object(arguments[0]) === arguments[0]
|
||
|
)
|
||
|
for (events in arguments[0])
|
||
|
_bind(events, arguments[0][events]);
|
||
|
else if (arguments.length > 1) {
|
||
|
eArray =
|
||
|
Array.isArray(events) ?
|
||
|
events :
|
||
|
events.split(/ /);
|
||
|
|
||
|
for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
|
||
|
event = eArray[i];
|
||
|
|
||
|
if (!_handlers[event])
|
||
|
_handlers[event] = [];
|
||
|
|
||
|
// Using an object instead of directly the handler will make possible
|
||
|
// later to add flags
|
||
|
_handlers[event].push({
|
||
|
handler: handler
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Removes the handler from a specified event (or specified events).
|
||
|
*
|
||
|
* @param {?string} events The name of the event (or the events
|
||
|
* separated by spaces). If undefined,
|
||
|
* then all handlers are removed.
|
||
|
* @param {?function(Object)} handler The handler to unbind. If undefined,
|
||
|
* each handler bound to the event or the
|
||
|
* events will be removed.
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _unbind(events, handler) {
|
||
|
var i,
|
||
|
i_end,
|
||
|
j,
|
||
|
j_end,
|
||
|
a,
|
||
|
event,
|
||
|
eArray = Array.isArray(events) ?
|
||
|
events :
|
||
|
events.split(/ /);
|
||
|
|
||
|
if (!arguments.length)
|
||
|
_handlers = Object.create(null);
|
||
|
else if (handler) {
|
||
|
for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
|
||
|
event = eArray[i];
|
||
|
if (_handlers[event]) {
|
||
|
a = [];
|
||
|
for (j = 0, j_end = _handlers[event].length; j !== j_end; j += 1)
|
||
|
if (_handlers[event][j].handler !== handler)
|
||
|
a.push(_handlers[event][j]);
|
||
|
|
||
|
_handlers[event] = a;
|
||
|
}
|
||
|
|
||
|
if (_handlers[event] && _handlers[event].length === 0)
|
||
|
delete _handlers[event];
|
||
|
}
|
||
|
} else
|
||
|
for (i = 0, i_end = eArray.length; i !== i_end; i += 1)
|
||
|
delete _handlers[eArray[i]];
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Executes each handler bound to the event.
|
||
|
*
|
||
|
* @param {string} events The name of the event (or the events separated
|
||
|
* by spaces).
|
||
|
* @param {?Object} data The content of the event (optional).
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _dispatch(events, data) {
|
||
|
var i,
|
||
|
j,
|
||
|
i_end,
|
||
|
j_end,
|
||
|
event,
|
||
|
eventName,
|
||
|
eArray = Array.isArray(events) ?
|
||
|
events :
|
||
|
events.split(/ /);
|
||
|
|
||
|
data = data === undefined ? {} : data;
|
||
|
|
||
|
for (i = 0, i_end = eArray.length; i !== i_end; i += 1) {
|
||
|
eventName = eArray[i];
|
||
|
|
||
|
if (_handlers[eventName]) {
|
||
|
event = {
|
||
|
type: eventName,
|
||
|
data: data || {}
|
||
|
};
|
||
|
|
||
|
for (j = 0, j_end = _handlers[eventName].length; j !== j_end; j += 1)
|
||
|
try {
|
||
|
_handlers[eventName][j].handler(event);
|
||
|
} catch (e) {}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Executes the most prioritary job once, and deals with filling the stats
|
||
|
* (done, time, averageTime, currentTime, etc...).
|
||
|
*
|
||
|
* @return {?Object} Returns the job object if it has to be killed, null else.
|
||
|
*/
|
||
|
function _executeFirstJob() {
|
||
|
var i,
|
||
|
l,
|
||
|
test,
|
||
|
kill,
|
||
|
pushed = false,
|
||
|
time = __dateNow(),
|
||
|
job = _sortedByPriorityJobs.shift();
|
||
|
|
||
|
// Execute the job and look at the result:
|
||
|
test = job.job();
|
||
|
|
||
|
// Deal with stats:
|
||
|
time = __dateNow() - time;
|
||
|
job.done++;
|
||
|
job.time += time;
|
||
|
job.currentTime += time;
|
||
|
job.weightTime = job.currentTime / (job.weight || 1);
|
||
|
job.averageTime = job.time / job.done;
|
||
|
|
||
|
// Check if the job has to be killed:
|
||
|
kill = job.count ? (job.count <= job.done) : !test;
|
||
|
|
||
|
// Reset priorities:
|
||
|
if (!kill) {
|
||
|
for (i = 0, l = _sortedByPriorityJobs.length; i < l; i++)
|
||
|
if (_sortedByPriorityJobs[i].weightTime > job.weightTime) {
|
||
|
_sortedByPriorityJobs.splice(i, 0, job);
|
||
|
pushed = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!pushed)
|
||
|
_sortedByPriorityJobs.push(job);
|
||
|
}
|
||
|
|
||
|
return kill ? job : null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Activates a job, by adding it to the _runningJobs object and the
|
||
|
* _sortedByPriorityJobs array. It also initializes its currentTime value.
|
||
|
*
|
||
|
* @param {Object} job The job to activate.
|
||
|
*/
|
||
|
function _activateJob(job) {
|
||
|
var l = _sortedByPriorityJobs.length;
|
||
|
|
||
|
// Add the job to the running jobs:
|
||
|
_runningJobs[job.id] = job;
|
||
|
job.status = 'running';
|
||
|
|
||
|
// Add the job to the priorities:
|
||
|
if (l) {
|
||
|
job.weightTime = _sortedByPriorityJobs[l - 1].weightTime;
|
||
|
job.currentTime = job.weightTime * (job.weight || 1);
|
||
|
}
|
||
|
|
||
|
// Initialize the job and dispatch:
|
||
|
job.startTime = __dateNow();
|
||
|
_dispatch('jobStarted', __clone(job));
|
||
|
|
||
|
_sortedByPriorityJobs.push(job);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The main loop of conrad.js:
|
||
|
* . It executes job such that they all occupate the same processing time.
|
||
|
* . It stops jobs that do not need to be executed anymore.
|
||
|
* . It triggers callbacks when it is relevant.
|
||
|
* . It starts waiting jobs when they need to be started.
|
||
|
* . It injects frames to keep a constant frapes per second ratio.
|
||
|
* . It stops itself when there are no more jobs to execute.
|
||
|
*/
|
||
|
function _loop() {
|
||
|
var k,
|
||
|
o,
|
||
|
l,
|
||
|
job,
|
||
|
time,
|
||
|
deadJob;
|
||
|
|
||
|
// Deal with the newly added jobs (the _jobs object):
|
||
|
for (k in _jobs) {
|
||
|
job = _jobs[k];
|
||
|
|
||
|
if (job.after)
|
||
|
_waitingJobs[k] = job;
|
||
|
else
|
||
|
_activateJob(job);
|
||
|
|
||
|
delete _jobs[k];
|
||
|
}
|
||
|
|
||
|
// Set the _isRunning flag to false if there are no running job:
|
||
|
_isRunning = !!_sortedByPriorityJobs.length;
|
||
|
|
||
|
// Deal with the running jobs (the _runningJobs object):
|
||
|
while (
|
||
|
_sortedByPriorityJobs.length &&
|
||
|
__dateNow() - _lastFrameTime < _parameters.frameDuration
|
||
|
) {
|
||
|
deadJob = _executeFirstJob();
|
||
|
|
||
|
// Deal with the case where the job has ended:
|
||
|
if (deadJob) {
|
||
|
_killJob(deadJob.id);
|
||
|
|
||
|
// Check for waiting jobs:
|
||
|
for (k in _waitingJobs)
|
||
|
if (_waitingJobs[k].after === deadJob.id) {
|
||
|
_activateJob(_waitingJobs[k]);
|
||
|
delete _waitingJobs[k];
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check if conrad still has jobs to deal with, and kill it if not:
|
||
|
if (_isRunning) {
|
||
|
// Update the _lastFrameTime:
|
||
|
_lastFrameTime = __dateNow();
|
||
|
|
||
|
_dispatch('enterFrame');
|
||
|
setTimeout(_loop, 0);
|
||
|
} else
|
||
|
_dispatch('stop');
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Adds one or more jobs, and starts the loop if no job was running before. A
|
||
|
* job is at least a unique string "id" and a function, and there are some
|
||
|
* parameters that you can specify for each job to modify the way conrad will
|
||
|
* execute it. If a job is added with the "id" of another job that is waiting
|
||
|
* or still running, an error will be thrown.
|
||
|
*
|
||
|
* When a job is added, it is referenced in the _jobs object, by its id.
|
||
|
* Then, if it has to be executed right now, it will be also referenced in
|
||
|
* the _runningJobs object. If it has to wait, then it will be added into the
|
||
|
* _waitingJobs object, until it can start.
|
||
|
*
|
||
|
* Keep reading this documentation to see how to call this method.
|
||
|
*
|
||
|
* @return {Object} Returns conrad.
|
||
|
*
|
||
|
* Adding one job:
|
||
|
* ***************
|
||
|
* Basically, a job is defined by its string id and a function (the job). It
|
||
|
* is also possible to add some parameters:
|
||
|
*
|
||
|
* > conrad.addJob('myJobId', myJobFunction);
|
||
|
* > conrad.addJob('myJobId', {
|
||
|
* > job: myJobFunction,
|
||
|
* > someParameter: someValue
|
||
|
* > });
|
||
|
* > conrad.addJob({
|
||
|
* > id: 'myJobId',
|
||
|
* > job: myJobFunction,
|
||
|
* > someParameter: someValue
|
||
|
* > });
|
||
|
*
|
||
|
* Adding several jobs:
|
||
|
* ********************
|
||
|
* When adding several jobs at the same time, it is possible to specify
|
||
|
* parameters for each one individually or for all:
|
||
|
*
|
||
|
* > conrad.addJob([
|
||
|
* > {
|
||
|
* > id: 'myJobId1',
|
||
|
* > job: myJobFunction1,
|
||
|
* > someParameter1: someValue1
|
||
|
* > },
|
||
|
* > {
|
||
|
* > id: 'myJobId2',
|
||
|
* > job: myJobFunction2,
|
||
|
* > someParameter2: someValue2
|
||
|
* > }
|
||
|
* > ], {
|
||
|
* > someCommonParameter: someCommonValue
|
||
|
* > });
|
||
|
* > conrad.addJob({
|
||
|
* > myJobId1: {,
|
||
|
* > job: myJobFunction1,
|
||
|
* > someParameter1: someValue1
|
||
|
* > },
|
||
|
* > myJobId2: {,
|
||
|
* > job: myJobFunction2,
|
||
|
* > someParameter2: someValue2
|
||
|
* > }
|
||
|
* > }, {
|
||
|
* > someCommonParameter: someCommonValue
|
||
|
* > });
|
||
|
* > conrad.addJob({
|
||
|
* > myJobId1: myJobFunction1,
|
||
|
* > myJobId2: myJobFunction2
|
||
|
* > }, {
|
||
|
* > someCommonParameter: someCommonValue
|
||
|
* > });
|
||
|
*
|
||
|
* Recognized parameters:
|
||
|
* **********************
|
||
|
* Here is the exhaustive list of every accepted parameters:
|
||
|
*
|
||
|
* {?Function} end A callback to execute when the job is ended. It is
|
||
|
* not executed if the job is killed instead of ended
|
||
|
* "naturally".
|
||
|
* {?Integer} count The number of time the job has to be executed.
|
||
|
* {?Number} weight If specified, the job will be executed as it was
|
||
|
* added "weight" times.
|
||
|
* {?String} after The id of another job (eventually not added yet).
|
||
|
* If specified, this job will start only when the
|
||
|
* specified "after" job is ended.
|
||
|
*/
|
||
|
function _addJob(v1, v2) {
|
||
|
var i,
|
||
|
l,
|
||
|
o;
|
||
|
|
||
|
// Array of jobs:
|
||
|
if (Array.isArray(v1)) {
|
||
|
// Keep conrad to start until the last job is added:
|
||
|
_noStart = true;
|
||
|
|
||
|
for (i = 0, l = v1.length; i < l; i++)
|
||
|
_addJob(v1[i].id, __extend(v1[i], v2));
|
||
|
|
||
|
_noStart = false;
|
||
|
if (!_isRunning) {
|
||
|
// Update the _lastFrameTime:
|
||
|
_lastFrameTime = __dateNow();
|
||
|
|
||
|
_dispatch('start');
|
||
|
_loop();
|
||
|
}
|
||
|
} else if (typeof v1 === 'object') {
|
||
|
// One job (object):
|
||
|
if (typeof v1.id === 'string')
|
||
|
_addJob(v1.id, v1);
|
||
|
|
||
|
// Hash of jobs:
|
||
|
else {
|
||
|
// Keep conrad to start until the last job is added:
|
||
|
_noStart = true;
|
||
|
|
||
|
for (i in v1)
|
||
|
if (typeof v1[i] === 'function')
|
||
|
_addJob(i, __extend({
|
||
|
job: v1[i]
|
||
|
}, v2));
|
||
|
else
|
||
|
_addJob(i, __extend(v1[i], v2));
|
||
|
|
||
|
_noStart = false;
|
||
|
if (!_isRunning) {
|
||
|
// Update the _lastFrameTime:
|
||
|
_lastFrameTime = __dateNow();
|
||
|
|
||
|
_dispatch('start');
|
||
|
_loop();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// One job (string, *):
|
||
|
} else if (typeof v1 === 'string') {
|
||
|
if (_hasJob(v1))
|
||
|
throw new Error(
|
||
|
'[conrad.addJob] Job with id "' + v1 + '" already exists.'
|
||
|
);
|
||
|
|
||
|
// One job (string, function):
|
||
|
if (typeof v2 === 'function') {
|
||
|
o = {
|
||
|
id: v1,
|
||
|
done: 0,
|
||
|
time: 0,
|
||
|
status: 'waiting',
|
||
|
currentTime: 0,
|
||
|
averageTime: 0,
|
||
|
weightTime: 0,
|
||
|
job: v2
|
||
|
};
|
||
|
|
||
|
// One job (string, object):
|
||
|
} else if (typeof v2 === 'object') {
|
||
|
o = __extend(
|
||
|
{
|
||
|
id: v1,
|
||
|
done: 0,
|
||
|
time: 0,
|
||
|
status: 'waiting',
|
||
|
currentTime: 0,
|
||
|
averageTime: 0,
|
||
|
weightTime: 0
|
||
|
},
|
||
|
v2
|
||
|
);
|
||
|
|
||
|
// If none of those cases, throw an error:
|
||
|
} else
|
||
|
throw new Error('[conrad.addJob] Wrong arguments.');
|
||
|
|
||
|
// Effectively add the job:
|
||
|
_jobs[v1] = o;
|
||
|
_dispatch('jobAdded', __clone(o));
|
||
|
|
||
|
// Check if the loop has to be started:
|
||
|
if (!_isRunning && !_noStart) {
|
||
|
// Update the _lastFrameTime:
|
||
|
_lastFrameTime = __dateNow();
|
||
|
|
||
|
_dispatch('start');
|
||
|
_loop();
|
||
|
}
|
||
|
|
||
|
// If none of those cases, throw an error:
|
||
|
} else
|
||
|
throw new Error('[conrad.addJob] Wrong arguments.');
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Kills one or more jobs, indicated by their ids. It is only possible to
|
||
|
* kill running jobs or waiting jobs. If you try to kill a job that does not
|
||
|
* exists or that is already killed, a warning will be thrown.
|
||
|
*
|
||
|
* @param {Array|String} v1 A string job id or an array of job ids.
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _killJob(v1) {
|
||
|
var i,
|
||
|
l,
|
||
|
k,
|
||
|
a,
|
||
|
job,
|
||
|
found = false;
|
||
|
|
||
|
// Array of job ids:
|
||
|
if (Array.isArray(v1))
|
||
|
for (i = 0, l = v1.length; i < l; i++)
|
||
|
_killJob(v1[i]);
|
||
|
|
||
|
// One job's id:
|
||
|
else if (typeof v1 === 'string') {
|
||
|
a = [_runningJobs, _waitingJobs, _jobs];
|
||
|
|
||
|
// Remove the job from the hashes:
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (v1 in a[i]) {
|
||
|
job = a[i][v1];
|
||
|
|
||
|
if (_parameters.history) {
|
||
|
job.status = 'done';
|
||
|
_doneJobs.push(job);
|
||
|
}
|
||
|
|
||
|
_dispatch('jobEnded', __clone(job));
|
||
|
delete a[i][v1];
|
||
|
|
||
|
if (typeof job.end === 'function')
|
||
|
job.end();
|
||
|
|
||
|
found = true;
|
||
|
}
|
||
|
|
||
|
// Remove the priorities array:
|
||
|
a = _sortedByPriorityJobs;
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (a[i].id === v1) {
|
||
|
a.splice(i, 1);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!found)
|
||
|
throw new Error('[conrad.killJob] Job "' + v1 + '" not found.');
|
||
|
|
||
|
// If none of those cases, throw an error:
|
||
|
} else
|
||
|
throw new Error('[conrad.killJob] Wrong arguments.');
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Kills every running, waiting, and just added jobs.
|
||
|
*
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _killAll() {
|
||
|
var k,
|
||
|
jobs = __extend(_jobs, _runningJobs, _waitingJobs);
|
||
|
|
||
|
// Take every jobs and push them into the _doneJobs object:
|
||
|
if (_parameters.history)
|
||
|
for (k in jobs) {
|
||
|
jobs[k].status = 'done';
|
||
|
_doneJobs.push(jobs[k]);
|
||
|
|
||
|
if (typeof jobs[k].end === 'function')
|
||
|
jobs[k].end();
|
||
|
}
|
||
|
|
||
|
// Reinitialize the different jobs lists:
|
||
|
_jobs = {};
|
||
|
_waitingJobs = {};
|
||
|
_runningJobs = {};
|
||
|
_sortedByPriorityJobs = [];
|
||
|
|
||
|
// In case some jobs are added right after the kill:
|
||
|
_isRunning = false;
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns true if a job with the specified id is currently running or
|
||
|
* waiting, and false else.
|
||
|
*
|
||
|
* @param {String} id The id of the job.
|
||
|
* @return {?Object} Returns the job object if it exists.
|
||
|
*/
|
||
|
function _hasJob(id) {
|
||
|
var job = _jobs[id] || _runningJobs[id] || _waitingJobs[id];
|
||
|
return job ? __extend(job) : null;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This method will set the setting specified by "v1" to the value specified
|
||
|
* by "v2" if both are given, and else return the current value of the
|
||
|
* settings "v1".
|
||
|
*
|
||
|
* @param {String} v1 The name of the property.
|
||
|
* @param {?*} v2 Eventually, a value to set to the specified
|
||
|
* property.
|
||
|
* @return {Object|*} Returns the specified settings value if "v2" is not
|
||
|
* given, and conrad else.
|
||
|
*/
|
||
|
function _settings(v1, v2) {
|
||
|
var o;
|
||
|
|
||
|
if (typeof a1 === 'string' && arguments.length === 1)
|
||
|
return _parameters[a1];
|
||
|
else {
|
||
|
o = (typeof a1 === 'object' && arguments.length === 1) ?
|
||
|
a1 || {} :
|
||
|
{};
|
||
|
if (typeof a1 === 'string')
|
||
|
o[a1] = a2;
|
||
|
|
||
|
for (var k in o)
|
||
|
if (o[k] !== undefined)
|
||
|
_parameters[k] = o[k];
|
||
|
else
|
||
|
delete _parameters[k];
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns true if conrad is currently running, and false else.
|
||
|
*
|
||
|
* @return {Boolean} Returns _isRunning.
|
||
|
*/
|
||
|
function _getIsRunning() {
|
||
|
return _isRunning;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Unreference every jobs that are stored in the _doneJobs object. It will
|
||
|
* not be possible anymore to get stats about these jobs, but it will release
|
||
|
* the memory.
|
||
|
*
|
||
|
* @return {Object} Returns conrad.
|
||
|
*/
|
||
|
function _clearHistory() {
|
||
|
_doneJobs = [];
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns a snapshot of every data about jobs that wait to be started, are
|
||
|
* currently running or are done.
|
||
|
*
|
||
|
* It is possible to get only running, waiting or done jobs by giving
|
||
|
* "running", "waiting" or "done" as fist argument.
|
||
|
*
|
||
|
* It is also possible to get every job with a specified id by giving it as
|
||
|
* first argument. Also, using a RegExp instead of an id will return every
|
||
|
* jobs whose ids match the RegExp. And these two last use cases work as well
|
||
|
* by giving before "running", "waiting" or "done".
|
||
|
*
|
||
|
* @return {Array} The array of the matching jobs.
|
||
|
*
|
||
|
* Some call examples:
|
||
|
* *******************
|
||
|
* > conrad.getStats('running')
|
||
|
* > conrad.getStats('waiting')
|
||
|
* > conrad.getStats('done')
|
||
|
* > conrad.getStats('myJob')
|
||
|
* > conrad.getStats(/test/)
|
||
|
* > conrad.getStats('running', 'myRunningJob')
|
||
|
* > conrad.getStats('running', /test/)
|
||
|
*/
|
||
|
function _getStats(v1, v2) {
|
||
|
var a,
|
||
|
k,
|
||
|
i,
|
||
|
l,
|
||
|
stats,
|
||
|
pattern,
|
||
|
isPatternString;
|
||
|
|
||
|
if (!arguments.length) {
|
||
|
stats = [];
|
||
|
|
||
|
for (k in _jobs)
|
||
|
stats.push(_jobs[k]);
|
||
|
|
||
|
for (k in _waitingJobs)
|
||
|
stats.push(_waitingJobs[k]);
|
||
|
|
||
|
for (k in _runningJobs)
|
||
|
stats.push(_runningJobs[k]);
|
||
|
|
||
|
stats = stats.concat(_doneJobs);
|
||
|
}
|
||
|
|
||
|
if (typeof v1 === 'string')
|
||
|
switch (v1) {
|
||
|
case 'waiting':
|
||
|
stats = __objectValues(_waitingJobs);
|
||
|
break;
|
||
|
case 'running':
|
||
|
stats = __objectValues(_runningJobs);
|
||
|
break;
|
||
|
case 'done':
|
||
|
stats = _doneJobs;
|
||
|
break;
|
||
|
default:
|
||
|
pattern = v1;
|
||
|
}
|
||
|
|
||
|
if (v1 instanceof RegExp)
|
||
|
pattern = v1;
|
||
|
|
||
|
if (!pattern && (typeof v2 === 'string' || v2 instanceof RegExp))
|
||
|
pattern = v2;
|
||
|
|
||
|
// Filter jobs if a pattern is given:
|
||
|
if (pattern) {
|
||
|
isPatternString = typeof pattern === 'string';
|
||
|
|
||
|
if (stats instanceof Array) {
|
||
|
a = stats;
|
||
|
} else if (typeof stats === 'object') {
|
||
|
a = [];
|
||
|
|
||
|
for (k in stats)
|
||
|
a = a.concat(stats[k]);
|
||
|
} else {
|
||
|
a = [];
|
||
|
|
||
|
for (k in _jobs)
|
||
|
a.push(_jobs[k]);
|
||
|
|
||
|
for (k in _waitingJobs)
|
||
|
a.push(_waitingJobs[k]);
|
||
|
|
||
|
for (k in _runningJobs)
|
||
|
a.push(_runningJobs[k]);
|
||
|
|
||
|
a = a.concat(_doneJobs);
|
||
|
}
|
||
|
|
||
|
stats = [];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (isPatternString ? a[i].id === pattern : a[i].id.match(pattern))
|
||
|
stats.push(a[i]);
|
||
|
}
|
||
|
|
||
|
return __clone(stats);
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* TOOLS FUNCTIONS:
|
||
|
* ****************
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* This function takes any number of objects as arguments, copies from each
|
||
|
* of these objects each pair key/value into a new object, and finally
|
||
|
* returns this object.
|
||
|
*
|
||
|
* The arguments are parsed from the last one to the first one, such that
|
||
|
* when two objects have keys in common, the "earliest" object wins.
|
||
|
*
|
||
|
* Example:
|
||
|
* ********
|
||
|
* > var o1 = {
|
||
|
* > a: 1,
|
||
|
* > b: 2,
|
||
|
* > c: '3'
|
||
|
* > },
|
||
|
* > o2 = {
|
||
|
* > c: '4',
|
||
|
* > d: [ 5 ]
|
||
|
* > };
|
||
|
* > __extend(o1, o2);
|
||
|
* > // Returns: {
|
||
|
* > // a: 1,
|
||
|
* > // b: 2,
|
||
|
* > // c: '3',
|
||
|
* > // d: [ 5 ]
|
||
|
* > // };
|
||
|
*
|
||
|
* @param {Object+} Any number of objects.
|
||
|
* @return {Object} The merged object.
|
||
|
*/
|
||
|
function __extend() {
|
||
|
var i,
|
||
|
k,
|
||
|
res = {},
|
||
|
l = arguments.length;
|
||
|
|
||
|
for (i = l - 1; i >= 0; i--)
|
||
|
for (k in arguments[i])
|
||
|
res[k] = arguments[i][k];
|
||
|
|
||
|
return res;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This function simply clones an object. This object must contain only
|
||
|
* objects, arrays and immutable values. Since it is not public, it does not
|
||
|
* deal with cyclic references, DOM elements and instantiated objects - so
|
||
|
* use it carefully.
|
||
|
*
|
||
|
* @param {Object} The object to clone.
|
||
|
* @return {Object} The clone.
|
||
|
*/
|
||
|
function __clone(item) {
|
||
|
var result, i, k, l;
|
||
|
|
||
|
if (!item)
|
||
|
return item;
|
||
|
|
||
|
if (Array.isArray(item)) {
|
||
|
result = [];
|
||
|
for (i = 0, l = item.length; i < l; i++)
|
||
|
result.push(__clone(item[i]));
|
||
|
} else if (typeof item === 'object') {
|
||
|
result = {};
|
||
|
for (i in item)
|
||
|
result[i] = __clone(item[i]);
|
||
|
} else
|
||
|
result = item;
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Returns an array containing the values of an object.
|
||
|
*
|
||
|
* @param {Object} The object.
|
||
|
* @return {Array} The array of values.
|
||
|
*/
|
||
|
function __objectValues(o) {
|
||
|
var k,
|
||
|
a = [];
|
||
|
|
||
|
for (k in o)
|
||
|
a.push(o[k]);
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* A short "Date.now()" polyfill.
|
||
|
*
|
||
|
* @return {Number} The current time (in ms).
|
||
|
*/
|
||
|
function __dateNow() {
|
||
|
return Date.now ? Date.now() : new Date().getTime();
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Polyfill for the Array.isArray function:
|
||
|
*/
|
||
|
if (!Array.isArray)
|
||
|
Array.isArray = function(v) {
|
||
|
return Object.prototype.toString.call(v) === '[object Array]';
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT PUBLIC API:
|
||
|
* ******************
|
||
|
*/
|
||
|
var conrad = {
|
||
|
hasJob: _hasJob,
|
||
|
addJob: _addJob,
|
||
|
killJob: _killJob,
|
||
|
killAll: _killAll,
|
||
|
settings: _settings,
|
||
|
getStats: _getStats,
|
||
|
isRunning: _getIsRunning,
|
||
|
clearHistory: _clearHistory,
|
||
|
|
||
|
// Events management:
|
||
|
bind: _bind,
|
||
|
unbind: _unbind,
|
||
|
|
||
|
// Version:
|
||
|
version: '0.1.0'
|
||
|
};
|
||
|
|
||
|
if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = conrad;
|
||
|
exports.conrad = conrad;
|
||
|
}
|
||
|
global.conrad = conrad;
|
||
|
})(this);
|
||
|
|
||
|
// Hardcoded export for the node.js version:
|
||
|
var sigma = this.sigma,
|
||
|
conrad = this.conrad;
|
||
|
|
||
|
sigma.conrad = conrad;
|
||
|
|
||
|
// Dirty polyfills to permit sigma usage in node
|
||
|
if (HTMLElement === undefined)
|
||
|
var HTMLElement = function() {};
|
||
|
|
||
|
if (window === undefined)
|
||
|
var window = {
|
||
|
addEventListener: function() {}
|
||
|
};
|
||
|
|
||
|
if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = sigma;
|
||
|
exports.sigma = sigma;
|
||
|
}
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
var _root = this;
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils = sigma.utils || {};
|
||
|
|
||
|
/**
|
||
|
* MISC UTILS:
|
||
|
*/
|
||
|
/**
|
||
|
* This function takes any number of objects as arguments, copies from each
|
||
|
* of these objects each pair key/value into a new object, and finally
|
||
|
* returns this object.
|
||
|
*
|
||
|
* The arguments are parsed from the last one to the first one, such that
|
||
|
* when several objects have keys in common, the "earliest" object wins.
|
||
|
*
|
||
|
* Example:
|
||
|
* ********
|
||
|
* > var o1 = {
|
||
|
* > a: 1,
|
||
|
* > b: 2,
|
||
|
* > c: '3'
|
||
|
* > },
|
||
|
* > o2 = {
|
||
|
* > c: '4',
|
||
|
* > d: [ 5 ]
|
||
|
* > };
|
||
|
* > sigma.utils.extend(o1, o2);
|
||
|
* > // Returns: {
|
||
|
* > // a: 1,
|
||
|
* > // b: 2,
|
||
|
* > // c: '3',
|
||
|
* > // d: [ 5 ]
|
||
|
* > // };
|
||
|
*
|
||
|
* @param {object+} Any number of objects.
|
||
|
* @return {object} The merged object.
|
||
|
*/
|
||
|
sigma.utils.extend = function() {
|
||
|
var i,
|
||
|
k,
|
||
|
res = {},
|
||
|
l = arguments.length;
|
||
|
|
||
|
for (i = l - 1; i >= 0; i--)
|
||
|
for (k in arguments[i])
|
||
|
res[k] = arguments[i][k];
|
||
|
|
||
|
return res;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* A short "Date.now()" polyfill.
|
||
|
*
|
||
|
* @return {Number} The current time (in ms).
|
||
|
*/
|
||
|
sigma.utils.dateNow = function() {
|
||
|
return Date.now ? Date.now() : new Date().getTime();
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Takes a package name as parameter and checks at each lebel if it exists,
|
||
|
* and if it does not, creates it.
|
||
|
*
|
||
|
* Example:
|
||
|
* ********
|
||
|
* > sigma.utils.pkg('a.b.c');
|
||
|
* > a.b.c;
|
||
|
* > // Object {};
|
||
|
* >
|
||
|
* > sigma.utils.pkg('a.b.d');
|
||
|
* > a.b;
|
||
|
* > // Object { c: {}, d: {} };
|
||
|
*
|
||
|
* @param {string} pkgName The name of the package to create/find.
|
||
|
* @return {object} The related package.
|
||
|
*/
|
||
|
sigma.utils.pkg = function(pkgName) {
|
||
|
return (pkgName || '').split('.').reduce(function(context, objName) {
|
||
|
return (objName in context) ?
|
||
|
context[objName] :
|
||
|
(context[objName] = {});
|
||
|
}, _root);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Returns a unique incremental number ID.
|
||
|
*
|
||
|
* Example:
|
||
|
* ********
|
||
|
* > sigma.utils.id();
|
||
|
* > // 1;
|
||
|
* >
|
||
|
* > sigma.utils.id();
|
||
|
* > // 2;
|
||
|
* >
|
||
|
* > sigma.utils.id();
|
||
|
* > // 3;
|
||
|
*
|
||
|
* @param {string} pkgName The name of the package to create/find.
|
||
|
* @return {object} The related package.
|
||
|
*/
|
||
|
sigma.utils.id = (function() {
|
||
|
var i = 0;
|
||
|
return function() {
|
||
|
return ++i;
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
/**
|
||
|
* This function takes an hexa color (for instance "#ffcc00" or "#fc0") or a
|
||
|
* rgb / rgba color (like "rgb(255,255,12)" or "rgba(255,255,12,1)") and
|
||
|
* returns an integer equal to "r * 255 * 255 + g * 255 + b", to gain some
|
||
|
* memory in the data given to WebGL shaders.
|
||
|
*
|
||
|
* @param {string} val The hexa or rgba color.
|
||
|
* @return {number} The number value.
|
||
|
*/
|
||
|
sigma.utils.floatColor = function(val) {
|
||
|
var result = [0, 0, 0];
|
||
|
|
||
|
if (val.match(/^#/)) {
|
||
|
val = (val || '').replace(/^#/, '');
|
||
|
result = (val.length === 3) ?
|
||
|
[
|
||
|
parseInt(val.charAt(0) + val.charAt(0), 16),
|
||
|
parseInt(val.charAt(1) + val.charAt(1), 16),
|
||
|
parseInt(val.charAt(2) + val.charAt(2), 16)
|
||
|
] :
|
||
|
[
|
||
|
parseInt(val.charAt(0) + val.charAt(1), 16),
|
||
|
parseInt(val.charAt(2) + val.charAt(3), 16),
|
||
|
parseInt(val.charAt(4) + val.charAt(5), 16)
|
||
|
];
|
||
|
} else if (val.match(/^ *rgba? *\(/)) {
|
||
|
val = val.match(
|
||
|
/^ *rgba? *\( *([0-9]*) *, *([0-9]*) *, *([0-9]*) *(,.*)?\) *$/
|
||
|
);
|
||
|
result = [
|
||
|
+val[1],
|
||
|
+val[2],
|
||
|
+val[3]
|
||
|
];
|
||
|
}
|
||
|
|
||
|
return (
|
||
|
result[0] * 256 * 256 +
|
||
|
result[1] * 256 +
|
||
|
result[2]
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Perform a zoom into a camera, with or without animation, to the
|
||
|
* coordinates indicated using a specified ratio.
|
||
|
*
|
||
|
* Recognized parameters:
|
||
|
* **********************
|
||
|
* Here is the exhaustive list of every accepted parameters in the animation
|
||
|
* object:
|
||
|
*
|
||
|
* {?number} duration An amount of time that means the duration of the
|
||
|
* animation. If this parameter doesn't exist the
|
||
|
* zoom will be performed without animation.
|
||
|
* {?function} onComplete A function to perform it after the animation. It
|
||
|
* will be performed even if there is no duration.
|
||
|
*
|
||
|
* @param {camera} The camera where perform the zoom.
|
||
|
* @param {x} The X coordiantion where the zoom goes.
|
||
|
* @param {y} The Y coordiantion where the zoom goes.
|
||
|
* @param {ratio} The ratio to apply it to the current camera ratio.
|
||
|
* @param {?animation} A dictionary with options for a possible animation.
|
||
|
*/
|
||
|
sigma.utils.zoomTo = function(camera, x, y, ratio, animation) {
|
||
|
var settings = camera.settings,
|
||
|
count,
|
||
|
newRatio,
|
||
|
animationSettings,
|
||
|
coordinates;
|
||
|
|
||
|
// Create the newRatio dealing with min / max:
|
||
|
newRatio = Math.max(
|
||
|
settings('zoomMin'),
|
||
|
Math.min(
|
||
|
settings('zoomMax'),
|
||
|
camera.ratio * ratio
|
||
|
)
|
||
|
);
|
||
|
|
||
|
// Check that the new ratio is different from the initial one:
|
||
|
if (newRatio !== camera.ratio) {
|
||
|
// Create the coordinates variable:
|
||
|
ratio = newRatio / camera.ratio;
|
||
|
coordinates = {
|
||
|
x: x * (1 - ratio) + camera.x,
|
||
|
y: y * (1 - ratio) + camera.y,
|
||
|
ratio: newRatio
|
||
|
};
|
||
|
|
||
|
if (animation && animation.duration) {
|
||
|
// Complete the animation setings:
|
||
|
count = sigma.misc.animation.killAll(camera);
|
||
|
animation = sigma.utils.extend(
|
||
|
animation,
|
||
|
{
|
||
|
easing: count ? 'quadraticOut' : 'quadraticInOut'
|
||
|
}
|
||
|
);
|
||
|
|
||
|
sigma.misc.animation.camera(camera, coordinates, animation);
|
||
|
} else {
|
||
|
camera.goTo(coordinates);
|
||
|
if (animation && animation.onComplete)
|
||
|
animation.onComplete();
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Return the control point coordinates for a quadratic bezier curve.
|
||
|
*
|
||
|
* @param {number} x1 The X coordinate of the start point.
|
||
|
* @param {number} y1 The Y coordinate of the start point.
|
||
|
* @param {number} x2 The X coordinate of the end point.
|
||
|
* @param {number} y2 The Y coordinate of the end point.
|
||
|
* @return {x,y} The control point coordinates.
|
||
|
*/
|
||
|
sigma.utils.getQuadraticControlPoint = function(x1, y1, x2, y2) {
|
||
|
return {
|
||
|
x: (x1 + x2) / 2 + (y2 - y1) / 4,
|
||
|
y: (y1 + y2) / 2 + (x1 - x2) / 4
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Compute the coordinates of the point positioned
|
||
|
* at length t in the quadratic bezier curve.
|
||
|
*
|
||
|
* @param {number} t In [0,1] the step percentage to reach
|
||
|
* the point in the curve from the context point.
|
||
|
* @param {number} x1 The X coordinate of the context point.
|
||
|
* @param {number} y1 The Y coordinate of the context point.
|
||
|
* @param {number} x2 The X coordinate of the ending point.
|
||
|
* @param {number} y2 The Y coordinate of the ending point.
|
||
|
* @param {number} xi The X coordinate of the control point.
|
||
|
* @param {number} yi The Y coordinate of the control point.
|
||
|
* @return {object} {x,y}.
|
||
|
*/
|
||
|
sigma.utils.getPointOnQuadraticCurve = function(t, x1, y1, x2, y2, xi, yi) {
|
||
|
// http://stackoverflow.com/a/5634528
|
||
|
return {
|
||
|
x: Math.pow(1 - t, 2) * x1 + 2 * (1 - t) * t * xi + Math.pow(t, 2) * x2,
|
||
|
y: Math.pow(1 - t, 2) * y1 + 2 * (1 - t) * t * yi + Math.pow(t, 2) * y2
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Compute the coordinates of the point positioned
|
||
|
* at length t in the cubic bezier curve.
|
||
|
*
|
||
|
* @param {number} t In [0,1] the step percentage to reach
|
||
|
* the point in the curve from the context point.
|
||
|
* @param {number} x1 The X coordinate of the context point.
|
||
|
* @param {number} y1 The Y coordinate of the context point.
|
||
|
* @param {number} x2 The X coordinate of the end point.
|
||
|
* @param {number} y2 The Y coordinate of the end point.
|
||
|
* @param {number} cx The X coordinate of the first control point.
|
||
|
* @param {number} cy The Y coordinate of the first control point.
|
||
|
* @param {number} dx The X coordinate of the second control point.
|
||
|
* @param {number} dy The Y coordinate of the second control point.
|
||
|
* @return {object} {x,y} The point at t.
|
||
|
*/
|
||
|
sigma.utils.getPointOnBezierCurve =
|
||
|
function(t, x1, y1, x2, y2, cx, cy, dx, dy) {
|
||
|
// http://stackoverflow.com/a/15397596
|
||
|
// Blending functions:
|
||
|
var B0_t = Math.pow(1 - t, 3),
|
||
|
B1_t = 3 * t * Math.pow(1 - t, 2),
|
||
|
B2_t = 3 * Math.pow(t, 2) * (1 - t),
|
||
|
B3_t = Math.pow(t, 3);
|
||
|
|
||
|
return {
|
||
|
x: (B0_t * x1) + (B1_t * cx) + (B2_t * dx) + (B3_t * x2),
|
||
|
y: (B0_t * y1) + (B1_t * cy) + (B2_t * dy) + (B3_t * y2)
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Return the coordinates of the two control points for a self loop (i.e.
|
||
|
* where the start point is also the end point) computed as a cubic bezier
|
||
|
* curve.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the node.
|
||
|
* @param {number} y The Y coordinate of the node.
|
||
|
* @param {number} size The node size.
|
||
|
* @return {x1,y1,x2,y2} The coordinates of the two control points.
|
||
|
*/
|
||
|
sigma.utils.getSelfLoopControlPoints = function(x , y, size) {
|
||
|
return {
|
||
|
x1: x - size * 7,
|
||
|
y1: y,
|
||
|
x2: x,
|
||
|
y2: y + size * 7
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Return the euclidian distance between two points of a plane
|
||
|
* with an orthonormal basis.
|
||
|
*
|
||
|
* @param {number} x1 The X coordinate of the first point.
|
||
|
* @param {number} y1 The Y coordinate of the first point.
|
||
|
* @param {number} x2 The X coordinate of the second point.
|
||
|
* @param {number} y2 The Y coordinate of the second point.
|
||
|
* @return {number} The euclidian distance.
|
||
|
*/
|
||
|
sigma.utils.getDistance = function(x0, y0, x1, y1) {
|
||
|
return Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2));
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Return the coordinates of the intersection points of two circles.
|
||
|
*
|
||
|
* @param {number} x0 The X coordinate of center location of the first
|
||
|
* circle.
|
||
|
* @param {number} y0 The Y coordinate of center location of the first
|
||
|
* circle.
|
||
|
* @param {number} r0 The radius of the first circle.
|
||
|
* @param {number} x1 The X coordinate of center location of the second
|
||
|
* circle.
|
||
|
* @param {number} y1 The Y coordinate of center location of the second
|
||
|
* circle.
|
||
|
* @param {number} r1 The radius of the second circle.
|
||
|
* @return {xi,yi} The coordinates of the intersection points.
|
||
|
*/
|
||
|
sigma.utils.getCircleIntersection = function(x0, y0, r0, x1, y1, r1) {
|
||
|
// http://stackoverflow.com/a/12219802
|
||
|
var a, dx, dy, d, h, rx, ry, x2, y2;
|
||
|
|
||
|
// dx and dy are the vertical and horizontal distances between the circle
|
||
|
// centers:
|
||
|
dx = x1 - x0;
|
||
|
dy = y1 - y0;
|
||
|
|
||
|
// Determine the straight-line distance between the centers:
|
||
|
d = Math.sqrt((dy * dy) + (dx * dx));
|
||
|
|
||
|
// Check for solvability:
|
||
|
if (d > (r0 + r1)) {
|
||
|
// No solution. circles do not intersect.
|
||
|
return false;
|
||
|
}
|
||
|
if (d < Math.abs(r0 - r1)) {
|
||
|
// No solution. one circle is contained in the other.
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
//'point 2' is the point where the line through the circle intersection
|
||
|
// points crosses the line between the circle centers.
|
||
|
|
||
|
// Determine the distance from point 0 to point 2:
|
||
|
a = ((r0 * r0) - (r1 * r1) + (d * d)) / (2.0 * d);
|
||
|
|
||
|
// Determine the coordinates of point 2:
|
||
|
x2 = x0 + (dx * a / d);
|
||
|
y2 = y0 + (dy * a / d);
|
||
|
|
||
|
// Determine the distance from point 2 to either of the intersection
|
||
|
// points:
|
||
|
h = Math.sqrt((r0 * r0) - (a * a));
|
||
|
|
||
|
// Determine the offsets of the intersection points from point 2:
|
||
|
rx = -dy * (h / d);
|
||
|
ry = dx * (h / d);
|
||
|
|
||
|
// Determine the absolute intersection points:
|
||
|
var xi = x2 + rx;
|
||
|
var xi_prime = x2 - rx;
|
||
|
var yi = y2 + ry;
|
||
|
var yi_prime = y2 - ry;
|
||
|
|
||
|
return {xi: xi, xi_prime: xi_prime, yi: yi, yi_prime: yi_prime};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Check if a point is on a line segment.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the point to check.
|
||
|
* @param {number} y The Y coordinate of the point to check.
|
||
|
* @param {number} x1 The X coordinate of the line start point.
|
||
|
* @param {number} y1 The Y coordinate of the line start point.
|
||
|
* @param {number} x2 The X coordinate of the line end point.
|
||
|
* @param {number} y2 The Y coordinate of the line end point.
|
||
|
* @param {number} epsilon The precision (consider the line thickness).
|
||
|
* @return {boolean} True if point is "close to" the line
|
||
|
* segment, false otherwise.
|
||
|
*/
|
||
|
sigma.utils.isPointOnSegment = function(x, y, x1, y1, x2, y2, epsilon) {
|
||
|
// http://stackoverflow.com/a/328122
|
||
|
var crossProduct = Math.abs((y - y1) * (x2 - x1) - (x - x1) * (y2 - y1)),
|
||
|
d = sigma.utils.getDistance(x1, y1, x2, y2),
|
||
|
nCrossProduct = crossProduct / d; // normalized cross product
|
||
|
|
||
|
return (nCrossProduct < epsilon &&
|
||
|
Math.min(x1, x2) <= x && x <= Math.max(x1, x2) &&
|
||
|
Math.min(y1, y2) <= y && y <= Math.max(y1, y2));
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Check if a point is on a quadratic bezier curve segment with a thickness.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the point to check.
|
||
|
* @param {number} y The Y coordinate of the point to check.
|
||
|
* @param {number} x1 The X coordinate of the curve start point.
|
||
|
* @param {number} y1 The Y coordinate of the curve start point.
|
||
|
* @param {number} x2 The X coordinate of the curve end point.
|
||
|
* @param {number} y2 The Y coordinate of the curve end point.
|
||
|
* @param {number} cpx The X coordinate of the curve control point.
|
||
|
* @param {number} cpy The Y coordinate of the curve control point.
|
||
|
* @param {number} epsilon The precision (consider the line thickness).
|
||
|
* @return {boolean} True if (x,y) is on the curve segment,
|
||
|
* false otherwise.
|
||
|
*/
|
||
|
sigma.utils.isPointOnQuadraticCurve =
|
||
|
function(x, y, x1, y1, x2, y2, cpx, cpy, epsilon) {
|
||
|
// Fails if the point is too far from the extremities of the segment,
|
||
|
// preventing for more costly computation:
|
||
|
var dP1P2 = sigma.utils.getDistance(x1, y1, x2, y2);
|
||
|
if (Math.abs(x - x1) > dP1P2 || Math.abs(y - y1) > dP1P2) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
var dP1 = sigma.utils.getDistance(x, y, x1, y1),
|
||
|
dP2 = sigma.utils.getDistance(x, y, x2, y2),
|
||
|
t = 0.5,
|
||
|
r = (dP1 < dP2) ? -0.01 : 0.01,
|
||
|
rThreshold = 0.001,
|
||
|
i = 100,
|
||
|
pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy),
|
||
|
dt = sigma.utils.getDistance(x, y, pt.x, pt.y),
|
||
|
old_dt;
|
||
|
|
||
|
// This algorithm minimizes the distance from the point to the curve. It
|
||
|
// find the optimal t value where t=0 is the start point and t=1 is the end
|
||
|
// point of the curve, starting from t=0.5.
|
||
|
// It terminates because it runs a maximum of i interations.
|
||
|
while (i-- > 0 &&
|
||
|
t >= 0 && t <= 1 &&
|
||
|
(dt > epsilon) &&
|
||
|
(r > rThreshold || r < -rThreshold)) {
|
||
|
old_dt = dt;
|
||
|
pt = sigma.utils.getPointOnQuadraticCurve(t, x1, y1, x2, y2, cpx, cpy);
|
||
|
dt = sigma.utils.getDistance(x, y, pt.x, pt.y);
|
||
|
|
||
|
if (dt > old_dt) {
|
||
|
// not the right direction:
|
||
|
// halfstep in the opposite direction
|
||
|
r = -r / 2;
|
||
|
t += r;
|
||
|
}
|
||
|
else if (t + r < 0 || t + r > 1) {
|
||
|
// oops, we've gone too far:
|
||
|
// revert with a halfstep
|
||
|
r = r / 2;
|
||
|
dt = old_dt;
|
||
|
}
|
||
|
else {
|
||
|
// progress:
|
||
|
t += r;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return dt < epsilon;
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Check if a point is on a cubic bezier curve segment with a thickness.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the point to check.
|
||
|
* @param {number} y The Y coordinate of the point to check.
|
||
|
* @param {number} x1 The X coordinate of the curve start point.
|
||
|
* @param {number} y1 The Y coordinate of the curve start point.
|
||
|
* @param {number} x2 The X coordinate of the curve end point.
|
||
|
* @param {number} y2 The Y coordinate of the curve end point.
|
||
|
* @param {number} cpx1 The X coordinate of the 1st curve control point.
|
||
|
* @param {number} cpy1 The Y coordinate of the 1st curve control point.
|
||
|
* @param {number} cpx2 The X coordinate of the 2nd curve control point.
|
||
|
* @param {number} cpy2 The Y coordinate of the 2nd curve control point.
|
||
|
* @param {number} epsilon The precision (consider the line thickness).
|
||
|
* @return {boolean} True if (x,y) is on the curve segment,
|
||
|
* false otherwise.
|
||
|
*/
|
||
|
sigma.utils.isPointOnBezierCurve =
|
||
|
function(x, y, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2, epsilon) {
|
||
|
// Fails if the point is too far from the extremities of the segment,
|
||
|
// preventing for more costly computation:
|
||
|
var dP1CP1 = sigma.utils.getDistance(x1, y1, cpx1, cpy1);
|
||
|
if (Math.abs(x - x1) > dP1CP1 || Math.abs(y - y1) > dP1CP1) {
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
var dP1 = sigma.utils.getDistance(x, y, x1, y1),
|
||
|
dP2 = sigma.utils.getDistance(x, y, x2, y2),
|
||
|
t = 0.5,
|
||
|
r = (dP1 < dP2) ? -0.01 : 0.01,
|
||
|
rThreshold = 0.001,
|
||
|
i = 100,
|
||
|
pt = sigma.utils.getPointOnBezierCurve(
|
||
|
t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2),
|
||
|
dt = sigma.utils.getDistance(x, y, pt.x, pt.y),
|
||
|
old_dt;
|
||
|
|
||
|
// This algorithm minimizes the distance from the point to the curve. It
|
||
|
// find the optimal t value where t=0 is the start point and t=1 is the end
|
||
|
// point of the curve, starting from t=0.5.
|
||
|
// It terminates because it runs a maximum of i interations.
|
||
|
while (i-- > 0 &&
|
||
|
t >= 0 && t <= 1 &&
|
||
|
(dt > epsilon) &&
|
||
|
(r > rThreshold || r < -rThreshold)) {
|
||
|
old_dt = dt;
|
||
|
pt = sigma.utils.getPointOnBezierCurve(
|
||
|
t, x1, y1, x2, y2, cpx1, cpy1, cpx2, cpy2);
|
||
|
dt = sigma.utils.getDistance(x, y, pt.x, pt.y);
|
||
|
|
||
|
if (dt > old_dt) {
|
||
|
// not the right direction:
|
||
|
// halfstep in the opposite direction
|
||
|
r = -r / 2;
|
||
|
t += r;
|
||
|
}
|
||
|
else if (t + r < 0 || t + r > 1) {
|
||
|
// oops, we've gone too far:
|
||
|
// revert with a halfstep
|
||
|
r = r / 2;
|
||
|
dt = old_dt;
|
||
|
}
|
||
|
else {
|
||
|
// progress:
|
||
|
t += r;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return dt < epsilon;
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* ************
|
||
|
* EVENTS UTILS:
|
||
|
* ************
|
||
|
*/
|
||
|
/**
|
||
|
* Here are some useful functions to unify extraction of the information we
|
||
|
* need with mouse events and touch events, from different browsers:
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Extract the local X position from a mouse or touch event.
|
||
|
*
|
||
|
* @param {event} e A mouse or touch event.
|
||
|
* @return {number} The local X value of the mouse.
|
||
|
*/
|
||
|
sigma.utils.getX = function(e) {
|
||
|
return (
|
||
|
(e.offsetX !== undefined && e.offsetX) ||
|
||
|
(e.layerX !== undefined && e.layerX) ||
|
||
|
(e.clientX !== undefined && e.clientX)
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Extract the local Y position from a mouse or touch event.
|
||
|
*
|
||
|
* @param {event} e A mouse or touch event.
|
||
|
* @return {number} The local Y value of the mouse.
|
||
|
*/
|
||
|
sigma.utils.getY = function(e) {
|
||
|
return (
|
||
|
(e.offsetY !== undefined && e.offsetY) ||
|
||
|
(e.layerY !== undefined && e.layerY) ||
|
||
|
(e.clientY !== undefined && e.clientY)
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Extract the width from a mouse or touch event.
|
||
|
*
|
||
|
* @param {event} e A mouse or touch event.
|
||
|
* @return {number} The width of the event's target.
|
||
|
*/
|
||
|
sigma.utils.getWidth = function(e) {
|
||
|
var w = (!e.target.ownerSVGElement) ?
|
||
|
e.target.width :
|
||
|
e.target.ownerSVGElement.width;
|
||
|
|
||
|
return (
|
||
|
(typeof w === 'number' && w) ||
|
||
|
(w !== undefined && w.baseVal !== undefined && w.baseVal.value)
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Extract the height from a mouse or touch event.
|
||
|
*
|
||
|
* @param {event} e A mouse or touch event.
|
||
|
* @return {number} The height of the event's target.
|
||
|
*/
|
||
|
sigma.utils.getHeight = function(e) {
|
||
|
var h = (!e.target.ownerSVGElement) ?
|
||
|
e.target.height :
|
||
|
e.target.ownerSVGElement.height;
|
||
|
|
||
|
return (
|
||
|
(typeof h === 'number' && h) ||
|
||
|
(h !== undefined && h.baseVal !== undefined && h.baseVal.value)
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Extract the wheel delta from a mouse or touch event.
|
||
|
*
|
||
|
* @param {event} e A mouse or touch event.
|
||
|
* @return {number} The wheel delta of the mouse.
|
||
|
*/
|
||
|
sigma.utils.getDelta = function(e) {
|
||
|
return (
|
||
|
(e.wheelDelta !== undefined && e.wheelDelta) ||
|
||
|
(e.detail !== undefined && -e.detail)
|
||
|
);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Returns the offset of a DOM element.
|
||
|
*
|
||
|
* @param {DOMElement} dom The element to retrieve the position.
|
||
|
* @return {object} The offset of the DOM element (top, left).
|
||
|
*/
|
||
|
sigma.utils.getOffset = function(dom) {
|
||
|
var left = 0,
|
||
|
top = 0;
|
||
|
|
||
|
while (dom) {
|
||
|
top = top + parseInt(dom.offsetTop);
|
||
|
left = left + parseInt(dom.offsetLeft);
|
||
|
dom = dom.offsetParent;
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
top: top,
|
||
|
left: left
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Simulates a "double click" event.
|
||
|
*
|
||
|
* @param {HTMLElement} target The event target.
|
||
|
* @param {string} type The event type.
|
||
|
* @param {function} callback The callback to execute.
|
||
|
*/
|
||
|
sigma.utils.doubleClick = function(target, type, callback) {
|
||
|
var clicks = 0,
|
||
|
self = this,
|
||
|
handlers;
|
||
|
|
||
|
target._doubleClickHandler = target._doubleClickHandler || {};
|
||
|
target._doubleClickHandler[type] = target._doubleClickHandler[type] || [];
|
||
|
handlers = target._doubleClickHandler[type];
|
||
|
|
||
|
handlers.push(function(e) {
|
||
|
clicks++;
|
||
|
|
||
|
if (clicks === 2) {
|
||
|
clicks = 0;
|
||
|
return callback(e);
|
||
|
} else if (clicks === 1) {
|
||
|
setTimeout(function() {
|
||
|
clicks = 0;
|
||
|
}, sigma.settings.doubleClickTimeout);
|
||
|
}
|
||
|
});
|
||
|
|
||
|
target.addEventListener(type, handlers[handlers.length - 1], false);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Unbind simulated "double click" events.
|
||
|
*
|
||
|
* @param {HTMLElement} target The event target.
|
||
|
* @param {string} type The event type.
|
||
|
*/
|
||
|
sigma.utils.unbindDoubleClick = function(target, type) {
|
||
|
var handler,
|
||
|
handlers = (target._doubleClickHandler || {})[type] || [];
|
||
|
|
||
|
while ((handler = handlers.pop())) {
|
||
|
target.removeEventListener(type, handler);
|
||
|
}
|
||
|
|
||
|
delete (target._doubleClickHandler || {})[type];
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Here are just some of the most basic easing functions, used for the
|
||
|
* animated camera "goTo" calls.
|
||
|
*
|
||
|
* If you need some more easings functions, don't hesitate to add them to
|
||
|
* sigma.utils.easings. But I will not add some more here or merge PRs
|
||
|
* containing, because I do not want sigma sources full of overkill and never
|
||
|
* used stuff...
|
||
|
*/
|
||
|
sigma.utils.easings = sigma.utils.easings || {};
|
||
|
sigma.utils.easings.linearNone = function(k) {
|
||
|
return k;
|
||
|
};
|
||
|
sigma.utils.easings.quadraticIn = function(k) {
|
||
|
return k * k;
|
||
|
};
|
||
|
sigma.utils.easings.quadraticOut = function(k) {
|
||
|
return k * (2 - k);
|
||
|
};
|
||
|
sigma.utils.easings.quadraticInOut = function(k) {
|
||
|
if ((k *= 2) < 1)
|
||
|
return 0.5 * k * k;
|
||
|
return - 0.5 * (--k * (k - 2) - 1);
|
||
|
};
|
||
|
sigma.utils.easings.cubicIn = function(k) {
|
||
|
return k * k * k;
|
||
|
};
|
||
|
sigma.utils.easings.cubicOut = function(k) {
|
||
|
return --k * k * k + 1;
|
||
|
};
|
||
|
sigma.utils.easings.cubicInOut = function(k) {
|
||
|
if ((k *= 2) < 1)
|
||
|
return 0.5 * k * k * k;
|
||
|
return 0.5 * ((k -= 2) * k * k + 2);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* ************
|
||
|
* WEBGL UTILS:
|
||
|
* ************
|
||
|
*/
|
||
|
/**
|
||
|
* Loads a WebGL shader and returns it.
|
||
|
*
|
||
|
* @param {WebGLContext} gl The WebGLContext to use.
|
||
|
* @param {string} shaderSource The shader source.
|
||
|
* @param {number} shaderType The type of shader.
|
||
|
* @param {function(string): void} error Callback for errors.
|
||
|
* @return {WebGLShader} The created shader.
|
||
|
*/
|
||
|
sigma.utils.loadShader = function(gl, shaderSource, shaderType, error) {
|
||
|
var compiled,
|
||
|
shader = gl.createShader(shaderType);
|
||
|
|
||
|
// Load the shader source
|
||
|
gl.shaderSource(shader, shaderSource);
|
||
|
|
||
|
// Compile the shader
|
||
|
gl.compileShader(shader);
|
||
|
|
||
|
// Check the compile status
|
||
|
compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
|
||
|
|
||
|
// If something went wrong:
|
||
|
if (!compiled) {
|
||
|
if (error) {
|
||
|
error(
|
||
|
'Error compiling shader "' + shader + '":' +
|
||
|
gl.getShaderInfoLog(shader)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
gl.deleteShader(shader);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return shader;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Creates a program, attaches shaders, binds attrib locations, links the
|
||
|
* program and calls useProgram.
|
||
|
*
|
||
|
* @param {Array.<WebGLShader>} shaders The shaders to attach.
|
||
|
* @param {Array.<string>} attribs The attribs names.
|
||
|
* @param {Array.<number>} locations The locations for the attribs.
|
||
|
* @param {function(string): void} error Callback for errors.
|
||
|
* @return {WebGLProgram} The created program.
|
||
|
*/
|
||
|
sigma.utils.loadProgram = function(gl, shaders, attribs, loc, error) {
|
||
|
var i,
|
||
|
linked,
|
||
|
program = gl.createProgram();
|
||
|
|
||
|
for (i = 0; i < shaders.length; ++i)
|
||
|
gl.attachShader(program, shaders[i]);
|
||
|
|
||
|
if (attribs)
|
||
|
for (i = 0; i < attribs.length; ++i)
|
||
|
gl.bindAttribLocation(
|
||
|
program,
|
||
|
locations ? locations[i] : i,
|
||
|
opt_attribs[i]
|
||
|
);
|
||
|
|
||
|
gl.linkProgram(program);
|
||
|
|
||
|
// Check the link status
|
||
|
linked = gl.getProgramParameter(program, gl.LINK_STATUS);
|
||
|
if (!linked) {
|
||
|
if (error)
|
||
|
error('Error in program linking: ' + gl.getProgramInfoLog(program));
|
||
|
|
||
|
gl.deleteProgram(program);
|
||
|
return null;
|
||
|
}
|
||
|
|
||
|
return program;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* *********
|
||
|
* MATRICES:
|
||
|
* *********
|
||
|
* The following utils are just here to help generating the transformation
|
||
|
* matrices for the WebGL renderers.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.utils.matrices');
|
||
|
|
||
|
/**
|
||
|
* The returns a 3x3 translation matrix.
|
||
|
*
|
||
|
* @param {number} dx The X translation.
|
||
|
* @param {number} dy The Y translation.
|
||
|
* @return {array} Returns the matrix.
|
||
|
*/
|
||
|
sigma.utils.matrices.translation = function(dx, dy) {
|
||
|
return [
|
||
|
1, 0, 0,
|
||
|
0, 1, 0,
|
||
|
dx, dy, 1
|
||
|
];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* The returns a 3x3 or 2x2 rotation matrix.
|
||
|
*
|
||
|
* @param {number} angle The rotation angle.
|
||
|
* @param {boolean} m2 If true, the function will return a 2x2 matrix.
|
||
|
* @return {array} Returns the matrix.
|
||
|
*/
|
||
|
sigma.utils.matrices.rotation = function(angle, m2) {
|
||
|
var cos = Math.cos(angle),
|
||
|
sin = Math.sin(angle);
|
||
|
|
||
|
return m2 ? [
|
||
|
cos, -sin,
|
||
|
sin, cos
|
||
|
] : [
|
||
|
cos, -sin, 0,
|
||
|
sin, cos, 0,
|
||
|
0, 0, 1
|
||
|
];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* The returns a 3x3 or 2x2 homothetic transformation matrix.
|
||
|
*
|
||
|
* @param {number} ratio The scaling ratio.
|
||
|
* @param {boolean} m2 If true, the function will return a 2x2 matrix.
|
||
|
* @return {array} Returns the matrix.
|
||
|
*/
|
||
|
sigma.utils.matrices.scale = function(ratio, m2) {
|
||
|
return m2 ? [
|
||
|
ratio, 0,
|
||
|
0, ratio
|
||
|
] : [
|
||
|
ratio, 0, 0,
|
||
|
0, ratio, 0,
|
||
|
0, 0, 1
|
||
|
];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* The returns a 3x3 or 2x2 homothetic transformation matrix.
|
||
|
*
|
||
|
* @param {array} a The first matrix.
|
||
|
* @param {array} b The second matrix.
|
||
|
* @param {boolean} m2 If true, the function will assume both matrices are
|
||
|
* 2x2.
|
||
|
* @return {array} Returns the matrix.
|
||
|
*/
|
||
|
sigma.utils.matrices.multiply = function(a, b, m2) {
|
||
|
var l = m2 ? 2 : 3,
|
||
|
a00 = a[0 * l + 0],
|
||
|
a01 = a[0 * l + 1],
|
||
|
a02 = a[0 * l + 2],
|
||
|
a10 = a[1 * l + 0],
|
||
|
a11 = a[1 * l + 1],
|
||
|
a12 = a[1 * l + 2],
|
||
|
a20 = a[2 * l + 0],
|
||
|
a21 = a[2 * l + 1],
|
||
|
a22 = a[2 * l + 2],
|
||
|
b00 = b[0 * l + 0],
|
||
|
b01 = b[0 * l + 1],
|
||
|
b02 = b[0 * l + 2],
|
||
|
b10 = b[1 * l + 0],
|
||
|
b11 = b[1 * l + 1],
|
||
|
b12 = b[1 * l + 2],
|
||
|
b20 = b[2 * l + 0],
|
||
|
b21 = b[2 * l + 1],
|
||
|
b22 = b[2 * l + 2];
|
||
|
|
||
|
return m2 ? [
|
||
|
a00 * b00 + a01 * b10,
|
||
|
a00 * b01 + a01 * b11,
|
||
|
a10 * b00 + a11 * b10,
|
||
|
a10 * b01 + a11 * b11
|
||
|
] : [
|
||
|
a00 * b00 + a01 * b10 + a02 * b20,
|
||
|
a00 * b01 + a01 * b11 + a02 * b21,
|
||
|
a00 * b02 + a01 * b12 + a02 * b22,
|
||
|
a10 * b00 + a11 * b10 + a12 * b20,
|
||
|
a10 * b01 + a11 * b11 + a12 * b21,
|
||
|
a10 * b02 + a11 * b12 + a12 * b22,
|
||
|
a20 * b00 + a21 * b10 + a22 * b20,
|
||
|
a20 * b01 + a21 * b11 + a22 * b21,
|
||
|
a20 * b02 + a21 * b12 + a22 * b22
|
||
|
];
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(global) {
|
||
|
'use strict';
|
||
|
|
||
|
/**
|
||
|
* http://paulirish.com/2011/requestanimationframe-for-smart-animating/
|
||
|
* http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
|
||
|
* requestAnimationFrame polyfill by Erik Möller.
|
||
|
* fixes from Paul Irish and Tino Zijdel
|
||
|
* MIT license
|
||
|
*/
|
||
|
var x,
|
||
|
lastTime = 0,
|
||
|
vendors = ['ms', 'moz', 'webkit', 'o'];
|
||
|
|
||
|
for (x = 0; x < vendors.length && !global.requestAnimationFrame; x++) {
|
||
|
global.requestAnimationFrame =
|
||
|
global[vendors[x] + 'RequestAnimationFrame'];
|
||
|
global.cancelAnimationFrame =
|
||
|
global[vendors[x] + 'CancelAnimationFrame'] ||
|
||
|
global[vendors[x] + 'CancelRequestAnimationFrame'];
|
||
|
}
|
||
|
|
||
|
if (!global.requestAnimationFrame)
|
||
|
global.requestAnimationFrame = function(callback, element) {
|
||
|
var currTime = new Date().getTime(),
|
||
|
timeToCall = Math.max(0, 16 - (currTime - lastTime)),
|
||
|
id = global.setTimeout(
|
||
|
function() {
|
||
|
callback(currTime + timeToCall);
|
||
|
},
|
||
|
timeToCall
|
||
|
);
|
||
|
|
||
|
lastTime = currTime + timeToCall;
|
||
|
return id;
|
||
|
};
|
||
|
|
||
|
if (!global.cancelAnimationFrame)
|
||
|
global.cancelAnimationFrame = function(id) {
|
||
|
clearTimeout(id);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Function.prototype.bind polyfill found on MDN.
|
||
|
* https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/bind#Compatibility
|
||
|
* Public domain
|
||
|
*/
|
||
|
if (!Function.prototype.bind)
|
||
|
Function.prototype.bind = function(oThis) {
|
||
|
if (typeof this !== 'function')
|
||
|
// Closest thing possible to the ECMAScript 5 internal IsCallable
|
||
|
// function:
|
||
|
throw new TypeError(
|
||
|
'Function.prototype.bind - what is trying to be bound is not callable'
|
||
|
);
|
||
|
|
||
|
var aArgs = Array.prototype.slice.call(arguments, 1),
|
||
|
fToBind = this,
|
||
|
fNOP,
|
||
|
fBound;
|
||
|
|
||
|
fNOP = function() {};
|
||
|
fBound = function() {
|
||
|
return fToBind.apply(
|
||
|
this instanceof fNOP && oThis ?
|
||
|
this :
|
||
|
oThis,
|
||
|
aArgs.concat(Array.prototype.slice.call(arguments))
|
||
|
);
|
||
|
};
|
||
|
|
||
|
fNOP.prototype = this.prototype;
|
||
|
fBound.prototype = new fNOP();
|
||
|
|
||
|
return fBound;
|
||
|
};
|
||
|
})(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Packages initialization:
|
||
|
sigma.utils.pkg('sigma.settings');
|
||
|
|
||
|
var settings = {
|
||
|
/**
|
||
|
* GRAPH SETTINGS:
|
||
|
* ***************
|
||
|
*/
|
||
|
// {boolean} Indicates if the data have to be cloned in methods to add
|
||
|
// nodes or edges.
|
||
|
clone: true,
|
||
|
// {boolean} Indicates if nodes "id" values and edges "id", "source" and
|
||
|
// "target" values must be set as immutable.
|
||
|
immutable: true,
|
||
|
// {boolean} Indicates if sigma can log its errors and warnings.
|
||
|
verbose: false,
|
||
|
|
||
|
|
||
|
/**
|
||
|
* RENDERERS SETTINGS:
|
||
|
* *******************
|
||
|
*/
|
||
|
// {string}
|
||
|
classPrefix: 'sigma',
|
||
|
// {string}
|
||
|
defaultNodeType: 'def',
|
||
|
// {string}
|
||
|
defaultEdgeType: 'def',
|
||
|
// {string}
|
||
|
defaultLabelColor: '#000',
|
||
|
// {string}
|
||
|
defaultEdgeColor: '#000',
|
||
|
// {string}
|
||
|
defaultNodeColor: '#000',
|
||
|
// {string}
|
||
|
defaultLabelSize: 14,
|
||
|
// {string} Indicates how to choose the edges color. Available values:
|
||
|
// "source", "target", "default"
|
||
|
edgeColor: 'source',
|
||
|
// {number} Defines the minimal edge's arrow display size.
|
||
|
minArrowSize: 0,
|
||
|
// {string}
|
||
|
font: 'arial',
|
||
|
// {string} Example: 'bold'
|
||
|
fontStyle: '',
|
||
|
// {string} Indicates how to choose the labels color. Available values:
|
||
|
// "node", "default"
|
||
|
labelColor: 'default',
|
||
|
// {string} Indicates how to choose the labels size. Available values:
|
||
|
// "fixed", "proportional"
|
||
|
labelSize: 'fixed',
|
||
|
// {string} The ratio between the font size of the label and the node size.
|
||
|
labelSizeRatio: 1,
|
||
|
// {number} The minimum size a node must have to see its label displayed.
|
||
|
labelThreshold: 8,
|
||
|
// {number} The oversampling factor used in WebGL renderer.
|
||
|
webglOversamplingRatio: 2,
|
||
|
// {number} The size of the border of hovered nodes.
|
||
|
borderSize: 0,
|
||
|
// {number} The default hovered node border's color.
|
||
|
defaultNodeBorderColor: '#000',
|
||
|
// {number} The hovered node's label font. If not specified, will heritate
|
||
|
// the "font" value.
|
||
|
hoverFont: '',
|
||
|
// {boolean} If true, then only one node can be hovered at a time.
|
||
|
singleHover: true,
|
||
|
// {string} Example: 'bold'
|
||
|
hoverFontStyle: '',
|
||
|
// {string} Indicates how to choose the hovered nodes shadow color.
|
||
|
// Available values: "node", "default"
|
||
|
labelHoverShadow: 'default',
|
||
|
// {string}
|
||
|
labelHoverShadowColor: '#000',
|
||
|
// {string} Indicates how to choose the hovered nodes color.
|
||
|
// Available values: "node", "default"
|
||
|
nodeHoverColor: 'node',
|
||
|
// {string}
|
||
|
defaultNodeHoverColor: '#000',
|
||
|
// {string} Indicates how to choose the hovered nodes background color.
|
||
|
// Available values: "node", "default"
|
||
|
labelHoverBGColor: 'default',
|
||
|
// {string}
|
||
|
defaultHoverLabelBGColor: '#fff',
|
||
|
// {string} Indicates how to choose the hovered labels color.
|
||
|
// Available values: "node", "default"
|
||
|
labelHoverColor: 'default',
|
||
|
// {string}
|
||
|
defaultLabelHoverColor: '#000',
|
||
|
// {string} Indicates how to choose the edges hover color. Available values:
|
||
|
// "edge", "default"
|
||
|
edgeHoverColor: 'edge',
|
||
|
// {number} The size multiplicator of hovered edges.
|
||
|
edgeHoverSizeRatio: 1,
|
||
|
// {string}
|
||
|
defaultEdgeHoverColor: '#000',
|
||
|
// {boolean} Indicates if the edge extremities must be hovered when the
|
||
|
// edge is hovered.
|
||
|
edgeHoverExtremities: false,
|
||
|
// {booleans} The different drawing modes:
|
||
|
// false: Layered not displayed.
|
||
|
// true: Layered displayed.
|
||
|
drawEdges: true,
|
||
|
drawNodes: true,
|
||
|
drawLabels: true,
|
||
|
drawEdgeLabels: false,
|
||
|
// {boolean} Indicates if the edges must be drawn in several frames or in
|
||
|
// one frame, as the nodes and labels are drawn.
|
||
|
batchEdgesDrawing: false,
|
||
|
// {boolean} Indicates if the edges must be hidden during dragging and
|
||
|
// animations.
|
||
|
hideEdgesOnMove: false,
|
||
|
// {numbers} The different batch sizes, when elements are displayed in
|
||
|
// several frames.
|
||
|
canvasEdgesBatchSize: 500,
|
||
|
webglEdgesBatchSize: 1000,
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* RESCALE SETTINGS:
|
||
|
* *****************
|
||
|
*/
|
||
|
// {string} Indicates of to scale the graph relatively to its container.
|
||
|
// Available values: "inside", "outside"
|
||
|
scalingMode: 'inside',
|
||
|
// {number} The margin to keep around the graph.
|
||
|
sideMargin: 0,
|
||
|
// {number} Determine the size of the smallest and the biggest node / edges
|
||
|
// on the screen. This mapping makes easier to display the graph,
|
||
|
// avoiding too big nodes that take half of the screen, or too
|
||
|
// small ones that are not readable. If the two parameters are
|
||
|
// equals, then the minimal display size will be 0. And if they
|
||
|
// are both equal to 0, then there is no mapping, and the radius
|
||
|
// of the nodes will be their size.
|
||
|
minEdgeSize: 0.5,
|
||
|
maxEdgeSize: 1,
|
||
|
minNodeSize: 1,
|
||
|
maxNodeSize: 8,
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* CAPTORS SETTINGS:
|
||
|
* *****************
|
||
|
*/
|
||
|
// {boolean}
|
||
|
touchEnabled: true,
|
||
|
// {boolean}
|
||
|
mouseEnabled: true,
|
||
|
// {boolean}
|
||
|
mouseWheelEnabled: true,
|
||
|
// {boolean}
|
||
|
doubleClickEnabled: true,
|
||
|
// {boolean} Defines whether the custom events such as "clickNode" can be
|
||
|
// used.
|
||
|
eventsEnabled: true,
|
||
|
// {number} Defines by how much multiplicating the zooming level when the
|
||
|
// user zooms with the mouse-wheel.
|
||
|
zoomingRatio: 1.7,
|
||
|
// {number} Defines by how much multiplicating the zooming level when the
|
||
|
// user zooms by double clicking.
|
||
|
doubleClickZoomingRatio: 2.2,
|
||
|
// {number} The minimum zooming level.
|
||
|
zoomMin: 0.0625,
|
||
|
// {number} The maximum zooming level.
|
||
|
zoomMax: 2,
|
||
|
// {number} The duration of animations following a mouse scrolling.
|
||
|
mouseZoomDuration: 200,
|
||
|
// {number} The duration of animations following a mouse double click.
|
||
|
doubleClickZoomDuration: 200,
|
||
|
// {number} The duration of animations following a mouse dropping.
|
||
|
mouseInertiaDuration: 200,
|
||
|
// {number} The inertia power (mouse captor).
|
||
|
mouseInertiaRatio: 3,
|
||
|
// {number} The duration of animations following a touch dropping.
|
||
|
touchInertiaDuration: 200,
|
||
|
// {number} The inertia power (touch captor).
|
||
|
touchInertiaRatio: 3,
|
||
|
// {number} The maximum time between two clicks to make it a double click.
|
||
|
doubleClickTimeout: 300,
|
||
|
// {number} The maximum time between two taps to make it a double tap.
|
||
|
doubleTapTimeout: 300,
|
||
|
// {number} The maximum time of dragging to trigger intertia.
|
||
|
dragTimeout: 200,
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* GLOBAL SETTINGS:
|
||
|
* ****************
|
||
|
*/
|
||
|
// {boolean} Determines whether the instance has to refresh itself
|
||
|
// automatically when a "resize" event is dispatched from the
|
||
|
// window object.
|
||
|
autoResize: true,
|
||
|
// {boolean} Determines whether the "rescale" middleware has to be called
|
||
|
// automatically for each camera on refresh.
|
||
|
autoRescale: true,
|
||
|
// {boolean} If set to false, the camera method "goTo" will basically do
|
||
|
// nothing.
|
||
|
enableCamera: true,
|
||
|
// {boolean} If set to false, the nodes cannot be hovered.
|
||
|
enableHovering: true,
|
||
|
// {boolean} If set to true, the edges can be hovered.
|
||
|
enableEdgeHovering: false,
|
||
|
// {number} The size of the area around the edges to activate hovering.
|
||
|
edgeHoverPrecision: 5,
|
||
|
// {boolean} If set to true, the rescale middleware will ignore node sizes
|
||
|
// to determine the graphs boundings.
|
||
|
rescaleIgnoreSize: false,
|
||
|
// {boolean} Determines if the core has to try to catch errors on
|
||
|
// rendering.
|
||
|
skipErrors: false,
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* CAMERA SETTINGS:
|
||
|
* ****************
|
||
|
*/
|
||
|
// {number} The power degrees applied to the nodes/edges size relatively to
|
||
|
// the zooming level. Basically:
|
||
|
// > onScreenR = Math.pow(zoom, nodesPowRatio) * R
|
||
|
// > onScreenT = Math.pow(zoom, edgesPowRatio) * T
|
||
|
nodesPowRatio: 0.5,
|
||
|
edgesPowRatio: 0.5,
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* ANIMATIONS SETTINGS:
|
||
|
* ********************
|
||
|
*/
|
||
|
// {number} The default animation time.
|
||
|
animationsTime: 200
|
||
|
};
|
||
|
|
||
|
// Export the previously designed settings:
|
||
|
sigma.settings = sigma.utils.extend(sigma.settings || {}, settings);
|
||
|
}).call(this);
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
/**
|
||
|
* Dispatcher constructor.
|
||
|
*
|
||
|
* @return {dispatcher} The new dispatcher instance.
|
||
|
*/
|
||
|
var dispatcher = function() {
|
||
|
Object.defineProperty(this, '_handlers', {
|
||
|
value: {}
|
||
|
});
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Will execute the handler everytime that the indicated event (or the
|
||
|
* indicated events) will be triggered.
|
||
|
*
|
||
|
* @param {string} events The name of the event (or the events
|
||
|
* separated by spaces).
|
||
|
* @param {function(Object)} handler The handler to bind.
|
||
|
* @return {dispatcher} Returns the instance itself.
|
||
|
*/
|
||
|
dispatcher.prototype.bind = function(events, handler) {
|
||
|
var i,
|
||
|
l,
|
||
|
event,
|
||
|
eArray;
|
||
|
|
||
|
if (
|
||
|
arguments.length === 1 &&
|
||
|
typeof arguments[0] === 'object'
|
||
|
)
|
||
|
for (events in arguments[0])
|
||
|
this.bind(events, arguments[0][events]);
|
||
|
else if (
|
||
|
arguments.length === 2 &&
|
||
|
typeof arguments[1] === 'function'
|
||
|
) {
|
||
|
eArray = typeof events === 'string' ? events.split(' ') : events;
|
||
|
|
||
|
for (i = 0, l = eArray.length; i !== l; i += 1) {
|
||
|
event = eArray[i];
|
||
|
|
||
|
// Check that event is not '':
|
||
|
if (!event)
|
||
|
continue;
|
||
|
|
||
|
if (!this._handlers[event])
|
||
|
this._handlers[event] = [];
|
||
|
|
||
|
// Using an object instead of directly the handler will make possible
|
||
|
// later to add flags
|
||
|
this._handlers[event].push({
|
||
|
handler: handler
|
||
|
});
|
||
|
}
|
||
|
} else
|
||
|
throw 'bind: Wrong arguments.';
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Removes the handler from a specified event (or specified events).
|
||
|
*
|
||
|
* @param {?string} events The name of the event (or the events
|
||
|
* separated by spaces). If undefined,
|
||
|
* then all handlers are removed.
|
||
|
* @param {?function(object)} handler The handler to unbind. If undefined,
|
||
|
* each handler bound to the event or the
|
||
|
* events will be removed.
|
||
|
* @return {dispatcher} Returns the instance itself.
|
||
|
*/
|
||
|
dispatcher.prototype.unbind = function(events, handler) {
|
||
|
var i,
|
||
|
n,
|
||
|
j,
|
||
|
m,
|
||
|
k,
|
||
|
a,
|
||
|
event,
|
||
|
eArray = typeof events === 'string' ? events.split(' ') : events;
|
||
|
|
||
|
if (!arguments.length) {
|
||
|
for (k in this._handlers)
|
||
|
delete this._handlers[k];
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
if (handler) {
|
||
|
for (i = 0, n = eArray.length; i !== n; i += 1) {
|
||
|
event = eArray[i];
|
||
|
if (this._handlers[event]) {
|
||
|
a = [];
|
||
|
for (j = 0, m = this._handlers[event].length; j !== m; j += 1)
|
||
|
if (this._handlers[event][j].handler !== handler)
|
||
|
a.push(this._handlers[event][j]);
|
||
|
|
||
|
this._handlers[event] = a;
|
||
|
}
|
||
|
|
||
|
if (this._handlers[event] && this._handlers[event].length === 0)
|
||
|
delete this._handlers[event];
|
||
|
}
|
||
|
} else
|
||
|
for (i = 0, n = eArray.length; i !== n; i += 1)
|
||
|
delete this._handlers[eArray[i]];
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Executes each handler bound to the event
|
||
|
*
|
||
|
* @param {string} events The name of the event (or the events separated
|
||
|
* by spaces).
|
||
|
* @param {?object} data The content of the event (optional).
|
||
|
* @return {dispatcher} Returns the instance itself.
|
||
|
*/
|
||
|
dispatcher.prototype.dispatchEvent = function(events, data) {
|
||
|
var i,
|
||
|
n,
|
||
|
j,
|
||
|
m,
|
||
|
a,
|
||
|
event,
|
||
|
eventName,
|
||
|
self = this,
|
||
|
eArray = typeof events === 'string' ? events.split(' ') : events;
|
||
|
|
||
|
data = data === undefined ? {} : data;
|
||
|
|
||
|
for (i = 0, n = eArray.length; i !== n; i += 1) {
|
||
|
eventName = eArray[i];
|
||
|
|
||
|
if (this._handlers[eventName]) {
|
||
|
event = self.getEvent(eventName, data);
|
||
|
a = [];
|
||
|
|
||
|
for (j = 0, m = this._handlers[eventName].length; j !== m; j += 1) {
|
||
|
this._handlers[eventName][j].handler(event);
|
||
|
if (!this._handlers[eventName][j].one)
|
||
|
a.push(this._handlers[eventName][j]);
|
||
|
}
|
||
|
|
||
|
this._handlers[eventName] = a;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Return an event object.
|
||
|
*
|
||
|
* @param {string} events The name of the event.
|
||
|
* @param {?object} data The content of the event (optional).
|
||
|
* @return {object} Returns the instance itself.
|
||
|
*/
|
||
|
dispatcher.prototype.getEvent = function(event, data) {
|
||
|
return {
|
||
|
type: event,
|
||
|
data: data || {},
|
||
|
target: this
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* A useful function to deal with inheritance. It will make the target
|
||
|
* inherit the prototype of the class dispatcher as well as its constructor.
|
||
|
*
|
||
|
* @param {object} target The target.
|
||
|
*/
|
||
|
dispatcher.extend = function(target, args) {
|
||
|
var k;
|
||
|
|
||
|
for (k in dispatcher.prototype)
|
||
|
if (dispatcher.prototype.hasOwnProperty(k))
|
||
|
target[k] = dispatcher.prototype[k];
|
||
|
|
||
|
dispatcher.apply(target, args);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof this.sigma !== 'undefined') {
|
||
|
this.sigma.classes = this.sigma.classes || {};
|
||
|
this.sigma.classes.dispatcher = dispatcher;
|
||
|
} else if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = dispatcher;
|
||
|
exports.dispatcher = dispatcher;
|
||
|
} else
|
||
|
this.dispatcher = dispatcher;
|
||
|
}).call(this);
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
/**
|
||
|
* This utils aims to facilitate the manipulation of each instance setting.
|
||
|
* Using a function instead of an object brings two main advantages: First,
|
||
|
* it will be easier in the future to catch settings updates through a
|
||
|
* function than an object. Second, giving it a full object will "merge" it
|
||
|
* to the settings object properly, keeping us to have to always add a loop.
|
||
|
*
|
||
|
* @return {configurable} The "settings" function.
|
||
|
*/
|
||
|
var configurable = function() {
|
||
|
var i,
|
||
|
l,
|
||
|
data = {},
|
||
|
datas = Array.prototype.slice.call(arguments, 0);
|
||
|
|
||
|
/**
|
||
|
* The method to use to set or get any property of this instance.
|
||
|
*
|
||
|
* @param {string|object} a1 If it is a string and if a2 is undefined,
|
||
|
* then it will return the corresponding
|
||
|
* property. If it is a string and if a2 is
|
||
|
* set, then it will set a2 as the property
|
||
|
* corresponding to a1, and return this. If
|
||
|
* it is an object, then each pair string +
|
||
|
* object(or any other type) will be set as a
|
||
|
* property.
|
||
|
* @param {*?} a2 The new property corresponding to a1 if a1
|
||
|
* is a string.
|
||
|
* @return {*|configurable} Returns itself or the corresponding
|
||
|
* property.
|
||
|
*
|
||
|
* Polymorphism:
|
||
|
* *************
|
||
|
* Here are some basic use examples:
|
||
|
*
|
||
|
* > settings = new configurable();
|
||
|
* > settings('mySetting', 42);
|
||
|
* > settings('mySetting'); // Logs: 42
|
||
|
* > settings('mySetting', 123);
|
||
|
* > settings('mySetting'); // Logs: 123
|
||
|
* > settings({mySetting: 456});
|
||
|
* > settings('mySetting'); // Logs: 456
|
||
|
*
|
||
|
* Also, it is possible to use the function as a fallback:
|
||
|
* > settings({mySetting: 'abc'}, 'mySetting'); // Logs: 'abc'
|
||
|
* > settings({hisSetting: 'abc'}, 'mySetting'); // Logs: 456
|
||
|
*/
|
||
|
var settings = function(a1, a2) {
|
||
|
var o,
|
||
|
i,
|
||
|
l,
|
||
|
k;
|
||
|
|
||
|
if (arguments.length === 1 && typeof a1 === 'string') {
|
||
|
if (data[a1] !== undefined)
|
||
|
return data[a1];
|
||
|
for (i = 0, l = datas.length; i < l; i++)
|
||
|
if (datas[i][a1] !== undefined)
|
||
|
return datas[i][a1];
|
||
|
return undefined;
|
||
|
} else if (typeof a1 === 'object' && typeof a2 === 'string') {
|
||
|
return (a1 || {})[a2] !== undefined ? a1[a2] : settings(a2);
|
||
|
} else {
|
||
|
o = (typeof a1 === 'object' && a2 === undefined) ? a1 : {};
|
||
|
|
||
|
if (typeof a1 === 'string')
|
||
|
o[a1] = a2;
|
||
|
|
||
|
for (i = 0, k = Object.keys(o), l = k.length; i < l; i++)
|
||
|
data[k[i]] = o[k[i]];
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method returns a new configurable function, with new objects
|
||
|
*
|
||
|
* @param {object*} Any number of objects to search in.
|
||
|
* @return {function} Returns the function. Check its documentation to know
|
||
|
* more about how it works.
|
||
|
*/
|
||
|
settings.embedObjects = function() {
|
||
|
var args = datas.concat(
|
||
|
data
|
||
|
).concat(
|
||
|
Array.prototype.splice.call(arguments, 0)
|
||
|
);
|
||
|
|
||
|
return configurable.apply({}, args);
|
||
|
};
|
||
|
|
||
|
// Initialize
|
||
|
for (i = 0, l = arguments.length; i < l; i++)
|
||
|
settings(arguments[i]);
|
||
|
|
||
|
return settings;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof this.sigma !== 'undefined') {
|
||
|
this.sigma.classes = this.sigma.classes || {};
|
||
|
this.sigma.classes.configurable = configurable;
|
||
|
} else if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = configurable;
|
||
|
exports.configurable = configurable;
|
||
|
} else
|
||
|
this.configurable = configurable;
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
var _methods = Object.create(null),
|
||
|
_indexes = Object.create(null),
|
||
|
_initBindings = Object.create(null),
|
||
|
_methodBindings = Object.create(null),
|
||
|
_methodBeforeBindings = Object.create(null),
|
||
|
_defaultSettings = {
|
||
|
immutable: true,
|
||
|
clone: true
|
||
|
},
|
||
|
_defaultSettingsFunction = function(key) {
|
||
|
return _defaultSettings[key];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* The graph constructor. It initializes the data and the indexes, and binds
|
||
|
* the custom indexes and methods to its own scope.
|
||
|
*
|
||
|
* Recognized parameters:
|
||
|
* **********************
|
||
|
* Here is the exhaustive list of every accepted parameters in the settings
|
||
|
* object:
|
||
|
*
|
||
|
* {boolean} clone Indicates if the data have to be cloned in methods
|
||
|
* to add nodes or edges.
|
||
|
* {boolean} immutable Indicates if nodes "id" values and edges "id",
|
||
|
* "source" and "target" values must be set as
|
||
|
* immutable.
|
||
|
*
|
||
|
* @param {?configurable} settings Eventually a settings function.
|
||
|
* @return {graph} The new graph instance.
|
||
|
*/
|
||
|
var graph = function(settings) {
|
||
|
var k,
|
||
|
fn,
|
||
|
data;
|
||
|
|
||
|
/**
|
||
|
* DATA:
|
||
|
* *****
|
||
|
* Every data that is callable from graph methods are stored in this "data"
|
||
|
* object. This object will be served as context for all these methods,
|
||
|
* and it is possible to add other type of data in it.
|
||
|
*/
|
||
|
data = {
|
||
|
/**
|
||
|
* SETTINGS FUNCTION:
|
||
|
* ******************
|
||
|
*/
|
||
|
settings: settings || _defaultSettingsFunction,
|
||
|
|
||
|
/**
|
||
|
* MAIN DATA:
|
||
|
* **********
|
||
|
*/
|
||
|
nodesArray: [],
|
||
|
edgesArray: [],
|
||
|
|
||
|
/**
|
||
|
* GLOBAL INDEXES:
|
||
|
* ***************
|
||
|
* These indexes just index data by ids.
|
||
|
*/
|
||
|
nodesIndex: Object.create(null),
|
||
|
edgesIndex: Object.create(null),
|
||
|
|
||
|
/**
|
||
|
* LOCAL INDEXES:
|
||
|
* **************
|
||
|
* These indexes refer from node to nodes. Each key is an id, and each
|
||
|
* value is the array of the ids of related nodes.
|
||
|
*/
|
||
|
inNeighborsIndex: Object.create(null),
|
||
|
outNeighborsIndex: Object.create(null),
|
||
|
allNeighborsIndex: Object.create(null),
|
||
|
|
||
|
inNeighborsCount: Object.create(null),
|
||
|
outNeighborsCount: Object.create(null),
|
||
|
allNeighborsCount: Object.create(null)
|
||
|
};
|
||
|
|
||
|
// Execute bindings:
|
||
|
for (k in _initBindings)
|
||
|
_initBindings[k].call(data);
|
||
|
|
||
|
// Add methods to both the scope and the data objects:
|
||
|
for (k in _methods) {
|
||
|
fn = __bindGraphMethod(k, data, _methods[k]);
|
||
|
this[k] = fn;
|
||
|
data[k] = fn;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* A custom tool to bind methods such that function that are bound to it will
|
||
|
* be executed anytime the method is called.
|
||
|
*
|
||
|
* @param {string} methodName The name of the method to bind.
|
||
|
* @param {object} scope The scope where the method must be executed.
|
||
|
* @param {function} fn The method itself.
|
||
|
* @return {function} The new method.
|
||
|
*/
|
||
|
function __bindGraphMethod(methodName, scope, fn) {
|
||
|
var result = function() {
|
||
|
var k,
|
||
|
res;
|
||
|
|
||
|
// Execute "before" bound functions:
|
||
|
for (k in _methodBeforeBindings[methodName])
|
||
|
_methodBeforeBindings[methodName][k].apply(scope, arguments);
|
||
|
|
||
|
// Apply the method:
|
||
|
res = fn.apply(scope, arguments);
|
||
|
|
||
|
// Execute bound functions:
|
||
|
for (k in _methodBindings[methodName])
|
||
|
_methodBindings[methodName][k].apply(scope, arguments);
|
||
|
|
||
|
// Return res:
|
||
|
return res;
|
||
|
};
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* This custom tool function removes every pair key/value from an hash. The
|
||
|
* goal is to avoid creating a new object while some other references are
|
||
|
* still hanging in some scopes...
|
||
|
*
|
||
|
* @param {object} obj The object to empty.
|
||
|
* @return {object} The empty object.
|
||
|
*/
|
||
|
function __emptyObject(obj) {
|
||
|
var k;
|
||
|
|
||
|
for (k in obj)
|
||
|
if (!('hasOwnProperty' in obj) || obj.hasOwnProperty(k))
|
||
|
delete obj[k];
|
||
|
|
||
|
return obj;
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This global method adds a method that will be bound to the futurly created
|
||
|
* graph instances.
|
||
|
*
|
||
|
* Since these methods will be bound to their scope when the instances are
|
||
|
* created, it does not use the prototype. Because of that, methods have to
|
||
|
* be added before instances are created to make them available.
|
||
|
*
|
||
|
* Here is an example:
|
||
|
*
|
||
|
* > graph.addMethod('getNodesCount', function() {
|
||
|
* > return this.nodesArray.length;
|
||
|
* > });
|
||
|
* >
|
||
|
* > var myGraph = new graph();
|
||
|
* > console.log(myGraph.getNodesCount()); // outputs 0
|
||
|
*
|
||
|
* @param {string} methodName The name of the method.
|
||
|
* @param {function} fn The method itself.
|
||
|
* @return {object} The global graph constructor.
|
||
|
*/
|
||
|
graph.addMethod = function(methodName, fn) {
|
||
|
if (
|
||
|
typeof methodName !== 'string' ||
|
||
|
typeof fn !== 'function' ||
|
||
|
arguments.length !== 2
|
||
|
)
|
||
|
throw 'addMethod: Wrong arguments.';
|
||
|
|
||
|
if (_methods[methodName] || graph[methodName])
|
||
|
throw 'The method "' + methodName + '" already exists.';
|
||
|
|
||
|
_methods[methodName] = fn;
|
||
|
_methodBindings[methodName] = Object.create(null);
|
||
|
_methodBeforeBindings[methodName] = Object.create(null);
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This global method returns true if the method has already been added, and
|
||
|
* false else.
|
||
|
*
|
||
|
* Here are some examples:
|
||
|
*
|
||
|
* > graph.hasMethod('addNode'); // returns true
|
||
|
* > graph.hasMethod('hasMethod'); // returns true
|
||
|
* > graph.hasMethod('unexistingMethod'); // returns false
|
||
|
*
|
||
|
* @param {string} methodName The name of the method.
|
||
|
* @return {boolean} The result.
|
||
|
*/
|
||
|
graph.hasMethod = function(methodName) {
|
||
|
return !!(_methods[methodName] || graph[methodName]);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This global methods attaches a function to a method. Anytime the specified
|
||
|
* method is called, the attached function is called right after, with the
|
||
|
* same arguments and in the same scope. The attached function is called
|
||
|
* right before if the last argument is true, unless the method is the graph
|
||
|
* constructor.
|
||
|
*
|
||
|
* To attach a function to the graph constructor, use 'constructor' as the
|
||
|
* method name (first argument).
|
||
|
*
|
||
|
* The main idea is to have a clean way to keep custom indexes up to date,
|
||
|
* for instance:
|
||
|
*
|
||
|
* > var timesAddNodeCalled = 0;
|
||
|
* > graph.attach('addNode', 'timesAddNodeCalledInc', function() {
|
||
|
* > timesAddNodeCalled++;
|
||
|
* > });
|
||
|
* >
|
||
|
* > var myGraph = new graph();
|
||
|
* > console.log(timesAddNodeCalled); // outputs 0
|
||
|
* >
|
||
|
* > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
|
||
|
* > console.log(timesAddNodeCalled); // outputs 2
|
||
|
*
|
||
|
* The idea for calling a function before is to provide pre-processors, for
|
||
|
* instance:
|
||
|
*
|
||
|
* > var colorPalette = { Person: '#C3CBE1', Place: '#9BDEBD' };
|
||
|
* > graph.attach('addNode', 'applyNodeColorPalette', function(n) {
|
||
|
* > n.color = colorPalette[n.category];
|
||
|
* > }, true);
|
||
|
* >
|
||
|
* > var myGraph = new graph();
|
||
|
* > myGraph.addNode({ id: 'n0', category: 'Person' });
|
||
|
* > console.log(myGraph.nodes('n0').color); // outputs '#C3CBE1'
|
||
|
*
|
||
|
* @param {string} methodName The name of the related method or
|
||
|
* "constructor".
|
||
|
* @param {string} key The key to identify the function to attach.
|
||
|
* @param {function} fn The function to bind.
|
||
|
* @param {boolean} before If true the function is called right before.
|
||
|
* @return {object} The global graph constructor.
|
||
|
*/
|
||
|
graph.attach = function(methodName, key, fn, before) {
|
||
|
if (
|
||
|
typeof methodName !== 'string' ||
|
||
|
typeof key !== 'string' ||
|
||
|
typeof fn !== 'function' ||
|
||
|
arguments.length < 3 ||
|
||
|
arguments.length > 4
|
||
|
)
|
||
|
throw 'attach: Wrong arguments.';
|
||
|
|
||
|
var bindings;
|
||
|
|
||
|
if (methodName === 'constructor')
|
||
|
bindings = _initBindings;
|
||
|
else {
|
||
|
if (before) {
|
||
|
if (!_methodBeforeBindings[methodName])
|
||
|
throw 'The method "' + methodName + '" does not exist.';
|
||
|
|
||
|
bindings = _methodBeforeBindings[methodName];
|
||
|
}
|
||
|
else {
|
||
|
if (!_methodBindings[methodName])
|
||
|
throw 'The method "' + methodName + '" does not exist.';
|
||
|
|
||
|
bindings = _methodBindings[methodName];
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (bindings[key])
|
||
|
throw 'A function "' + key + '" is already attached ' +
|
||
|
'to the method "' + methodName + '".';
|
||
|
|
||
|
bindings[key] = fn;
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Alias of attach(methodName, key, fn, true).
|
||
|
*/
|
||
|
graph.attachBefore = function(methodName, key, fn) {
|
||
|
return this.attach(methodName, key, fn, true);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This methods is just an helper to deal with custom indexes. It takes as
|
||
|
* arguments the name of the index and an object containing all the different
|
||
|
* functions to bind to the methods.
|
||
|
*
|
||
|
* Here is a basic example, that creates an index to keep the number of nodes
|
||
|
* in the current graph. It also adds a method to provide a getter on that
|
||
|
* new index:
|
||
|
*
|
||
|
* > sigma.classes.graph.addIndex('nodesCount', {
|
||
|
* > constructor: function() {
|
||
|
* > this.nodesCount = 0;
|
||
|
* > },
|
||
|
* > addNode: function() {
|
||
|
* > this.nodesCount++;
|
||
|
* > },
|
||
|
* > dropNode: function() {
|
||
|
* > this.nodesCount--;
|
||
|
* > }
|
||
|
* > });
|
||
|
* >
|
||
|
* > sigma.classes.graph.addMethod('getNodesCount', function() {
|
||
|
* > return this.nodesCount;
|
||
|
* > });
|
||
|
* >
|
||
|
* > var myGraph = new sigma.classes.graph();
|
||
|
* > console.log(myGraph.getNodesCount()); // outputs 0
|
||
|
* >
|
||
|
* > myGraph.addNode({ id: '1' }).addNode({ id: '2' });
|
||
|
* > console.log(myGraph.getNodesCount()); // outputs 2
|
||
|
*
|
||
|
* @param {string} name The name of the index.
|
||
|
* @param {object} bindings The object containing the functions to bind.
|
||
|
* @return {object} The global graph constructor.
|
||
|
*/
|
||
|
graph.addIndex = function(name, bindings) {
|
||
|
if (
|
||
|
typeof name !== 'string' ||
|
||
|
Object(bindings) !== bindings ||
|
||
|
arguments.length !== 2
|
||
|
)
|
||
|
throw 'addIndex: Wrong arguments.';
|
||
|
|
||
|
if (_indexes[name])
|
||
|
throw 'The index "' + name + '" already exists.';
|
||
|
|
||
|
var k;
|
||
|
|
||
|
// Store the bindings:
|
||
|
_indexes[name] = bindings;
|
||
|
|
||
|
// Attach the bindings:
|
||
|
for (k in bindings)
|
||
|
if (typeof bindings[k] !== 'function')
|
||
|
throw 'The bindings must be functions.';
|
||
|
else
|
||
|
graph.attach(k, name, bindings[k]);
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method adds a node to the graph. The node must be an object, with a
|
||
|
* string under the key "id". Except for this, it is possible to add any
|
||
|
* other attribute, that will be preserved all along the manipulations.
|
||
|
*
|
||
|
* If the graph option "clone" has a truthy value, the node will be cloned
|
||
|
* when added to the graph. Also, if the graph option "immutable" has a
|
||
|
* truthy value, its id will be defined as immutable.
|
||
|
*
|
||
|
* @param {object} node The node to add.
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('addNode', function(node) {
|
||
|
// Check that the node is an object and has an id:
|
||
|
if (Object(node) !== node || arguments.length !== 1)
|
||
|
throw 'addNode: Wrong arguments.';
|
||
|
|
||
|
if (typeof node.id !== 'string' && typeof node.id !== 'number')
|
||
|
throw 'The node must have a string or number id.';
|
||
|
|
||
|
if (this.nodesIndex[node.id])
|
||
|
throw 'The node "' + node.id + '" already exists.';
|
||
|
|
||
|
var k,
|
||
|
id = node.id,
|
||
|
validNode = Object.create(null);
|
||
|
|
||
|
// Check the "clone" option:
|
||
|
if (this.settings('clone')) {
|
||
|
for (k in node)
|
||
|
if (k !== 'id')
|
||
|
validNode[k] = node[k];
|
||
|
} else
|
||
|
validNode = node;
|
||
|
|
||
|
// Check the "immutable" option:
|
||
|
if (this.settings('immutable'))
|
||
|
Object.defineProperty(validNode, 'id', {
|
||
|
value: id,
|
||
|
enumerable: true
|
||
|
});
|
||
|
else
|
||
|
validNode.id = id;
|
||
|
|
||
|
// Add empty containers for edges indexes:
|
||
|
this.inNeighborsIndex[id] = Object.create(null);
|
||
|
this.outNeighborsIndex[id] = Object.create(null);
|
||
|
this.allNeighborsIndex[id] = Object.create(null);
|
||
|
|
||
|
this.inNeighborsCount[id] = 0;
|
||
|
this.outNeighborsCount[id] = 0;
|
||
|
this.allNeighborsCount[id] = 0;
|
||
|
|
||
|
// Add the node to indexes:
|
||
|
this.nodesArray.push(validNode);
|
||
|
this.nodesIndex[validNode.id] = validNode;
|
||
|
|
||
|
// Return the current instance:
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method adds an edge to the graph. The edge must be an object, with a
|
||
|
* string under the key "id", and strings under the keys "source" and
|
||
|
* "target" that design existing nodes. Except for this, it is possible to
|
||
|
* add any other attribute, that will be preserved all along the
|
||
|
* manipulations.
|
||
|
*
|
||
|
* If the graph option "clone" has a truthy value, the edge will be cloned
|
||
|
* when added to the graph. Also, if the graph option "immutable" has a
|
||
|
* truthy value, its id, source and target will be defined as immutable.
|
||
|
*
|
||
|
* @param {object} edge The edge to add.
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('addEdge', function(edge) {
|
||
|
// Check that the edge is an object and has an id:
|
||
|
if (Object(edge) !== edge || arguments.length !== 1)
|
||
|
throw 'addEdge: Wrong arguments.';
|
||
|
|
||
|
if (typeof edge.id !== 'string' && typeof edge.id !== 'number')
|
||
|
throw 'The edge must have a string or number id.';
|
||
|
|
||
|
if ((typeof edge.source !== 'string' && typeof edge.source !== 'number') ||
|
||
|
!this.nodesIndex[edge.source])
|
||
|
throw 'The edge source must have an existing node id.';
|
||
|
|
||
|
if ((typeof edge.target !== 'string' && typeof edge.target !== 'number') ||
|
||
|
!this.nodesIndex[edge.target])
|
||
|
throw 'The edge target must have an existing node id.';
|
||
|
|
||
|
if (this.edgesIndex[edge.id])
|
||
|
throw 'The edge "' + edge.id + '" already exists.';
|
||
|
|
||
|
var k,
|
||
|
validEdge = Object.create(null);
|
||
|
|
||
|
// Check the "clone" option:
|
||
|
if (this.settings('clone')) {
|
||
|
for (k in edge)
|
||
|
if (k !== 'id' && k !== 'source' && k !== 'target')
|
||
|
validEdge[k] = edge[k];
|
||
|
} else
|
||
|
validEdge = edge;
|
||
|
|
||
|
// Check the "immutable" option:
|
||
|
if (this.settings('immutable')) {
|
||
|
Object.defineProperty(validEdge, 'id', {
|
||
|
value: edge.id,
|
||
|
enumerable: true
|
||
|
});
|
||
|
|
||
|
Object.defineProperty(validEdge, 'source', {
|
||
|
value: edge.source,
|
||
|
enumerable: true
|
||
|
});
|
||
|
|
||
|
Object.defineProperty(validEdge, 'target', {
|
||
|
value: edge.target,
|
||
|
enumerable: true
|
||
|
});
|
||
|
} else {
|
||
|
validEdge.id = edge.id;
|
||
|
validEdge.source = edge.source;
|
||
|
validEdge.target = edge.target;
|
||
|
}
|
||
|
|
||
|
// Add the edge to indexes:
|
||
|
this.edgesArray.push(validEdge);
|
||
|
this.edgesIndex[validEdge.id] = validEdge;
|
||
|
|
||
|
if (!this.inNeighborsIndex[validEdge.target][validEdge.source])
|
||
|
this.inNeighborsIndex[validEdge.target][validEdge.source] =
|
||
|
Object.create(null);
|
||
|
this.inNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
|
||
|
validEdge;
|
||
|
|
||
|
if (!this.outNeighborsIndex[validEdge.source][validEdge.target])
|
||
|
this.outNeighborsIndex[validEdge.source][validEdge.target] =
|
||
|
Object.create(null);
|
||
|
this.outNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
|
||
|
validEdge;
|
||
|
|
||
|
if (!this.allNeighborsIndex[validEdge.source][validEdge.target])
|
||
|
this.allNeighborsIndex[validEdge.source][validEdge.target] =
|
||
|
Object.create(null);
|
||
|
this.allNeighborsIndex[validEdge.source][validEdge.target][validEdge.id] =
|
||
|
validEdge;
|
||
|
|
||
|
if (validEdge.target !== validEdge.source) {
|
||
|
if (!this.allNeighborsIndex[validEdge.target][validEdge.source])
|
||
|
this.allNeighborsIndex[validEdge.target][validEdge.source] =
|
||
|
Object.create(null);
|
||
|
this.allNeighborsIndex[validEdge.target][validEdge.source][validEdge.id] =
|
||
|
validEdge;
|
||
|
}
|
||
|
|
||
|
// Keep counts up to date:
|
||
|
this.inNeighborsCount[validEdge.target]++;
|
||
|
this.outNeighborsCount[validEdge.source]++;
|
||
|
this.allNeighborsCount[validEdge.target]++;
|
||
|
this.allNeighborsCount[validEdge.source]++;
|
||
|
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method drops a node from the graph. It also removes each edge that is
|
||
|
* bound to it, through the dropEdge method. An error is thrown if the node
|
||
|
* does not exist.
|
||
|
*
|
||
|
* @param {string} id The node id.
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('dropNode', function(id) {
|
||
|
// Check that the arguments are valid:
|
||
|
if ((typeof id !== 'string' && typeof id !== 'number') ||
|
||
|
arguments.length !== 1)
|
||
|
throw 'dropNode: Wrong arguments.';
|
||
|
|
||
|
if (!this.nodesIndex[id])
|
||
|
throw 'The node "' + id + '" does not exist.';
|
||
|
|
||
|
var i, k, l;
|
||
|
|
||
|
// Remove the node from indexes:
|
||
|
delete this.nodesIndex[id];
|
||
|
for (i = 0, l = this.nodesArray.length; i < l; i++)
|
||
|
if (this.nodesArray[i].id === id) {
|
||
|
this.nodesArray.splice(i, 1);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Remove related edges:
|
||
|
for (i = this.edgesArray.length - 1; i >= 0; i--)
|
||
|
if (this.edgesArray[i].source === id || this.edgesArray[i].target === id)
|
||
|
this.dropEdge(this.edgesArray[i].id);
|
||
|
|
||
|
// Remove related edge indexes:
|
||
|
delete this.inNeighborsIndex[id];
|
||
|
delete this.outNeighborsIndex[id];
|
||
|
delete this.allNeighborsIndex[id];
|
||
|
|
||
|
delete this.inNeighborsCount[id];
|
||
|
delete this.outNeighborsCount[id];
|
||
|
delete this.allNeighborsCount[id];
|
||
|
|
||
|
for (k in this.nodesIndex) {
|
||
|
delete this.inNeighborsIndex[k][id];
|
||
|
delete this.outNeighborsIndex[k][id];
|
||
|
delete this.allNeighborsIndex[k][id];
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method drops an edge from the graph. An error is thrown if the edge
|
||
|
* does not exist.
|
||
|
*
|
||
|
* @param {string} id The edge id.
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('dropEdge', function(id) {
|
||
|
// Check that the arguments are valid:
|
||
|
if ((typeof id !== 'string' && typeof id !== 'number') ||
|
||
|
arguments.length !== 1)
|
||
|
throw 'dropEdge: Wrong arguments.';
|
||
|
|
||
|
if (!this.edgesIndex[id])
|
||
|
throw 'The edge "' + id + '" does not exist.';
|
||
|
|
||
|
var i, l, edge;
|
||
|
|
||
|
// Remove the edge from indexes:
|
||
|
edge = this.edgesIndex[id];
|
||
|
delete this.edgesIndex[id];
|
||
|
for (i = 0, l = this.edgesArray.length; i < l; i++)
|
||
|
if (this.edgesArray[i].id === id) {
|
||
|
this.edgesArray.splice(i, 1);
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
delete this.inNeighborsIndex[edge.target][edge.source][edge.id];
|
||
|
if (!Object.keys(this.inNeighborsIndex[edge.target][edge.source]).length)
|
||
|
delete this.inNeighborsIndex[edge.target][edge.source];
|
||
|
|
||
|
delete this.outNeighborsIndex[edge.source][edge.target][edge.id];
|
||
|
if (!Object.keys(this.outNeighborsIndex[edge.source][edge.target]).length)
|
||
|
delete this.outNeighborsIndex[edge.source][edge.target];
|
||
|
|
||
|
delete this.allNeighborsIndex[edge.source][edge.target][edge.id];
|
||
|
if (!Object.keys(this.allNeighborsIndex[edge.source][edge.target]).length)
|
||
|
delete this.allNeighborsIndex[edge.source][edge.target];
|
||
|
|
||
|
if (edge.target !== edge.source) {
|
||
|
delete this.allNeighborsIndex[edge.target][edge.source][edge.id];
|
||
|
if (!Object.keys(this.allNeighborsIndex[edge.target][edge.source]).length)
|
||
|
delete this.allNeighborsIndex[edge.target][edge.source];
|
||
|
}
|
||
|
|
||
|
this.inNeighborsCount[edge.target]--;
|
||
|
this.outNeighborsCount[edge.source]--;
|
||
|
this.allNeighborsCount[edge.source]--;
|
||
|
this.allNeighborsCount[edge.target]--;
|
||
|
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method destroys the current instance. It basically empties each index
|
||
|
* and methods attached to the graph.
|
||
|
*/
|
||
|
graph.addMethod('kill', function() {
|
||
|
// Delete arrays:
|
||
|
this.nodesArray.length = 0;
|
||
|
this.edgesArray.length = 0;
|
||
|
delete this.nodesArray;
|
||
|
delete this.edgesArray;
|
||
|
|
||
|
// Delete indexes:
|
||
|
delete this.nodesIndex;
|
||
|
delete this.edgesIndex;
|
||
|
delete this.inNeighborsIndex;
|
||
|
delete this.outNeighborsIndex;
|
||
|
delete this.allNeighborsIndex;
|
||
|
delete this.inNeighborsCount;
|
||
|
delete this.outNeighborsCount;
|
||
|
delete this.allNeighborsCount;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method empties the nodes and edges arrays, as well as the different
|
||
|
* indexes.
|
||
|
*
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('clear', function() {
|
||
|
this.nodesArray.length = 0;
|
||
|
this.edgesArray.length = 0;
|
||
|
|
||
|
// Due to GC issues, I prefer not to create new object. These objects are
|
||
|
// only available from the methods and attached functions, but still, it is
|
||
|
// better to prevent ghost references to unrelevant data...
|
||
|
__emptyObject(this.nodesIndex);
|
||
|
__emptyObject(this.edgesIndex);
|
||
|
__emptyObject(this.nodesIndex);
|
||
|
__emptyObject(this.inNeighborsIndex);
|
||
|
__emptyObject(this.outNeighborsIndex);
|
||
|
__emptyObject(this.allNeighborsIndex);
|
||
|
__emptyObject(this.inNeighborsCount);
|
||
|
__emptyObject(this.outNeighborsCount);
|
||
|
__emptyObject(this.allNeighborsCount);
|
||
|
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This method reads an object and adds the nodes and edges, through the
|
||
|
* proper methods "addNode" and "addEdge".
|
||
|
*
|
||
|
* Here is an example:
|
||
|
*
|
||
|
* > var myGraph = new graph();
|
||
|
* > myGraph.read({
|
||
|
* > nodes: [
|
||
|
* > { id: 'n0' },
|
||
|
* > { id: 'n1' }
|
||
|
* > ],
|
||
|
* > edges: [
|
||
|
* > {
|
||
|
* > id: 'e0',
|
||
|
* > source: 'n0',
|
||
|
* > target: 'n1'
|
||
|
* > }
|
||
|
* > ]
|
||
|
* > });
|
||
|
* >
|
||
|
* > console.log(
|
||
|
* > myGraph.nodes().length,
|
||
|
* > myGraph.edges().length
|
||
|
* > ); // outputs 2 1
|
||
|
*
|
||
|
* @param {object} g The graph object.
|
||
|
* @return {object} The graph instance.
|
||
|
*/
|
||
|
graph.addMethod('read', function(g) {
|
||
|
var i,
|
||
|
a,
|
||
|
l;
|
||
|
|
||
|
a = g.nodes || [];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
this.addNode(a[i]);
|
||
|
|
||
|
a = g.edges || [];
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
this.addEdge(a[i]);
|
||
|
|
||
|
return this;
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This methods returns one or several nodes, depending on how it is called.
|
||
|
*
|
||
|
* To get the array of nodes, call "nodes" without argument. To get a
|
||
|
* specific node, call it with the id of the node. The get multiple node,
|
||
|
* call it with an array of ids, and it will return the array of nodes, in
|
||
|
* the same order.
|
||
|
*
|
||
|
* @param {?(string|array)} v Eventually one id, an array of ids.
|
||
|
* @return {object|array} The related node or array of nodes.
|
||
|
*/
|
||
|
graph.addMethod('nodes', function(v) {
|
||
|
// Clone the array of nodes and return it:
|
||
|
if (!arguments.length)
|
||
|
return this.nodesArray.slice(0);
|
||
|
|
||
|
// Return the related node:
|
||
|
if (arguments.length === 1 &&
|
||
|
(typeof v === 'string' || typeof v === 'number'))
|
||
|
return this.nodesIndex[v];
|
||
|
|
||
|
// Return an array of the related node:
|
||
|
if (
|
||
|
arguments.length === 1 &&
|
||
|
Object.prototype.toString.call(v) === '[object Array]'
|
||
|
) {
|
||
|
var i,
|
||
|
l,
|
||
|
a = [];
|
||
|
|
||
|
for (i = 0, l = v.length; i < l; i++)
|
||
|
if (typeof v[i] === 'string' || typeof v[i] === 'number')
|
||
|
a.push(this.nodesIndex[v[i]]);
|
||
|
else
|
||
|
throw 'nodes: Wrong arguments.';
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
throw 'nodes: Wrong arguments.';
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This methods returns the degree of one or several nodes, depending on how
|
||
|
* it is called. It is also possible to get incoming or outcoming degrees
|
||
|
* instead by specifying 'in' or 'out' as a second argument.
|
||
|
*
|
||
|
* @param {string|array} v One id, an array of ids.
|
||
|
* @param {?string} which Which degree is required. Values are 'in',
|
||
|
* 'out', and by default the normal degree.
|
||
|
* @return {number|array} The related degree or array of degrees.
|
||
|
*/
|
||
|
graph.addMethod('degree', function(v, which) {
|
||
|
// Check which degree is required:
|
||
|
which = {
|
||
|
'in': this.inNeighborsCount,
|
||
|
'out': this.outNeighborsCount
|
||
|
}[which || ''] || this.allNeighborsCount;
|
||
|
|
||
|
// Return the related node:
|
||
|
if (typeof v === 'string' || typeof v === 'number')
|
||
|
return which[v];
|
||
|
|
||
|
// Return an array of the related node:
|
||
|
if (Object.prototype.toString.call(v) === '[object Array]') {
|
||
|
var i,
|
||
|
l,
|
||
|
a = [];
|
||
|
|
||
|
for (i = 0, l = v.length; i < l; i++)
|
||
|
if (typeof v[i] === 'string' || typeof v[i] === 'number')
|
||
|
a.push(which[v[i]]);
|
||
|
else
|
||
|
throw 'degree: Wrong arguments.';
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
throw 'degree: Wrong arguments.';
|
||
|
});
|
||
|
|
||
|
/**
|
||
|
* This methods returns one or several edges, depending on how it is called.
|
||
|
*
|
||
|
* To get the array of edges, call "edges" without argument. To get a
|
||
|
* specific edge, call it with the id of the edge. The get multiple edge,
|
||
|
* call it with an array of ids, and it will return the array of edges, in
|
||
|
* the same order.
|
||
|
*
|
||
|
* @param {?(string|array)} v Eventually one id, an array of ids.
|
||
|
* @return {object|array} The related edge or array of edges.
|
||
|
*/
|
||
|
graph.addMethod('edges', function(v) {
|
||
|
// Clone the array of edges and return it:
|
||
|
if (!arguments.length)
|
||
|
return this.edgesArray.slice(0);
|
||
|
|
||
|
// Return the related edge:
|
||
|
if (arguments.length === 1 &&
|
||
|
(typeof v === 'string' || typeof v === 'number'))
|
||
|
return this.edgesIndex[v];
|
||
|
|
||
|
// Return an array of the related edge:
|
||
|
if (
|
||
|
arguments.length === 1 &&
|
||
|
Object.prototype.toString.call(v) === '[object Array]'
|
||
|
) {
|
||
|
var i,
|
||
|
l,
|
||
|
a = [];
|
||
|
|
||
|
for (i = 0, l = v.length; i < l; i++)
|
||
|
if (typeof v[i] === 'string' || typeof v[i] === 'number')
|
||
|
a.push(this.edgesIndex[v[i]]);
|
||
|
else
|
||
|
throw 'edges: Wrong arguments.';
|
||
|
|
||
|
return a;
|
||
|
}
|
||
|
|
||
|
throw 'edges: Wrong arguments.';
|
||
|
});
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof sigma !== 'undefined') {
|
||
|
sigma.classes = sigma.classes || Object.create(null);
|
||
|
sigma.classes.graph = graph;
|
||
|
} else if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = graph;
|
||
|
exports.graph = graph;
|
||
|
} else
|
||
|
this.graph = graph;
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
sigma.utils.pkg('sigma.classes');
|
||
|
|
||
|
/**
|
||
|
* The camera constructor. It just initializes its attributes and methods.
|
||
|
*
|
||
|
* @param {string} id The id.
|
||
|
* @param {sigma.classes.graph} graph The graph.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
* @param {?object} options Eventually some overriding options.
|
||
|
* @return {camera} Returns the fresh new camera instance.
|
||
|
*/
|
||
|
sigma.classes.camera = function(id, graph, settings, options) {
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
Object.defineProperty(this, 'graph', {
|
||
|
value: graph
|
||
|
});
|
||
|
Object.defineProperty(this, 'id', {
|
||
|
value: id
|
||
|
});
|
||
|
Object.defineProperty(this, 'readPrefix', {
|
||
|
value: 'read_cam' + id + ':'
|
||
|
});
|
||
|
Object.defineProperty(this, 'prefix', {
|
||
|
value: 'cam' + id + ':'
|
||
|
});
|
||
|
|
||
|
this.x = 0;
|
||
|
this.y = 0;
|
||
|
this.ratio = 1;
|
||
|
this.angle = 0;
|
||
|
this.isAnimated = false;
|
||
|
this.settings = (typeof options === 'object' && options) ?
|
||
|
settings.embedObject(options) :
|
||
|
settings;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Updates the camera position.
|
||
|
*
|
||
|
* @param {object} coordinates The new coordinates object.
|
||
|
* @return {camera} Returns the camera.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.goTo = function(coordinates) {
|
||
|
if (!this.settings('enableCamera'))
|
||
|
return this;
|
||
|
|
||
|
var i,
|
||
|
l,
|
||
|
c = coordinates || {},
|
||
|
keys = ['x', 'y', 'ratio', 'angle'];
|
||
|
|
||
|
for (i = 0, l = keys.length; i < l; i++)
|
||
|
if (c[keys[i]] !== undefined) {
|
||
|
if (typeof c[keys[i]] === 'number' && !isNaN(c[keys[i]]))
|
||
|
this[keys[i]] = c[keys[i]];
|
||
|
else
|
||
|
throw 'Value for "' + keys[i] + '" is not a number.';
|
||
|
}
|
||
|
|
||
|
this.dispatchEvent('coordinatesUpdated');
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method takes a graph and computes for each node and edges its
|
||
|
* coordinates relatively to the center of the camera. Basically, it will
|
||
|
* compute the coordinates that will be used by the graphic renderers.
|
||
|
*
|
||
|
* Since it should be possible to use different cameras and different
|
||
|
* renderers, it is possible to specify a prefix to put before the new
|
||
|
* coordinates (to get something like "node.camera1_x")
|
||
|
*
|
||
|
* @param {?string} read The prefix of the coordinates to read.
|
||
|
* @param {?string} write The prefix of the coordinates to write.
|
||
|
* @param {?object} options Eventually an object of options. Those can be:
|
||
|
* - A restricted nodes array.
|
||
|
* - A restricted edges array.
|
||
|
* - A width.
|
||
|
* - A height.
|
||
|
* @return {camera} Returns the camera.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.applyView = function(read, write, options) {
|
||
|
options = options || {};
|
||
|
write = write !== undefined ? write : this.prefix;
|
||
|
read = read !== undefined ? read : this.readPrefix;
|
||
|
|
||
|
var nodes = options.nodes || this.graph.nodes(),
|
||
|
edges = options.edges || this.graph.edges();
|
||
|
|
||
|
var i,
|
||
|
l,
|
||
|
node,
|
||
|
cos = Math.cos(this.angle),
|
||
|
sin = Math.sin(this.angle);
|
||
|
|
||
|
for (i = 0, l = nodes.length; i < l; i++) {
|
||
|
node = nodes[i];
|
||
|
node[write + 'x'] =
|
||
|
(
|
||
|
((node[read + 'x'] || 0) - this.x) * cos +
|
||
|
((node[read + 'y'] || 0) - this.y) * sin
|
||
|
) / this.ratio + (options.width || 0) / 2;
|
||
|
node[write + 'y'] =
|
||
|
(
|
||
|
((node[read + 'y'] || 0) - this.y) * cos -
|
||
|
((node[read + 'x'] || 0) - this.x) * sin
|
||
|
) / this.ratio + (options.height || 0) / 2;
|
||
|
node[write + 'size'] =
|
||
|
(node[read + 'size'] || 0) /
|
||
|
Math.pow(this.ratio, this.settings('nodesPowRatio'));
|
||
|
}
|
||
|
|
||
|
for (i = 0, l = edges.length; i < l; i++) {
|
||
|
edges[i][write + 'size'] =
|
||
|
(edges[i][read + 'size'] || 0) /
|
||
|
Math.pow(this.ratio, this.settings('edgesPowRatio'));
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This function converts the coordinates of a point from the frame of the
|
||
|
* camera to the frame of the graph.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the point in the frame of the
|
||
|
* camera.
|
||
|
* @param {number} y The Y coordinate of the point in the frame of the
|
||
|
* camera.
|
||
|
* @return {object} The point coordinates in the frame of the graph.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.graphPosition = function(x, y, vector) {
|
||
|
var X = 0,
|
||
|
Y = 0,
|
||
|
cos = Math.cos(this.angle),
|
||
|
sin = Math.sin(this.angle);
|
||
|
|
||
|
// Revert the origin differential vector:
|
||
|
if (!vector) {
|
||
|
X = - (this.x * cos + this.y * sin) / this.ratio;
|
||
|
Y = - (this.y * cos - this.x * sin) / this.ratio;
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
x: (x * cos + y * sin) / this.ratio + X,
|
||
|
y: (y * cos - x * sin) / this.ratio + Y
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This function converts the coordinates of a point from the frame of the
|
||
|
* graph to the frame of the camera.
|
||
|
*
|
||
|
* @param {number} x The X coordinate of the point in the frame of the
|
||
|
* graph.
|
||
|
* @param {number} y The Y coordinate of the point in the frame of the
|
||
|
* graph.
|
||
|
* @return {object} The point coordinates in the frame of the camera.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.cameraPosition = function(x, y, vector) {
|
||
|
var X = 0,
|
||
|
Y = 0,
|
||
|
cos = Math.cos(this.angle),
|
||
|
sin = Math.sin(this.angle);
|
||
|
|
||
|
// Revert the origin differential vector:
|
||
|
if (!vector) {
|
||
|
X = - (this.x * cos + this.y * sin) / this.ratio;
|
||
|
Y = - (this.y * cos - this.x * sin) / this.ratio;
|
||
|
}
|
||
|
|
||
|
return {
|
||
|
x: ((x - X) * cos - (y - Y) * sin) * this.ratio,
|
||
|
y: ((y - Y) * cos + (x - X) * sin) * this.ratio
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method returns the transformation matrix of the camera. This is
|
||
|
* especially useful to apply the camera view directly in shaders, in case of
|
||
|
* WebGL rendering.
|
||
|
*
|
||
|
* @return {array} The transformation matrix.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.getMatrix = function() {
|
||
|
var scale = sigma.utils.matrices.scale(1 / this.ratio),
|
||
|
rotation = sigma.utils.matrices.rotation(this.angle),
|
||
|
translation = sigma.utils.matrices.translation(-this.x, -this.y),
|
||
|
matrix = sigma.utils.matrices.multiply(
|
||
|
translation,
|
||
|
sigma.utils.matrices.multiply(
|
||
|
rotation,
|
||
|
scale
|
||
|
)
|
||
|
);
|
||
|
|
||
|
return matrix;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Taking a width and a height as parameters, this method returns the
|
||
|
* coordinates of the rectangle representing the camera on screen, in the
|
||
|
* graph's referentiel.
|
||
|
*
|
||
|
* To keep displaying labels of nodes going out of the screen, the method
|
||
|
* keeps a margin around the screen in the returned rectangle.
|
||
|
*
|
||
|
* @param {number} width The width of the screen.
|
||
|
* @param {number} height The height of the screen.
|
||
|
* @return {object} The rectangle as x1, y1, x2 and y2, representing
|
||
|
* two opposite points.
|
||
|
*/
|
||
|
sigma.classes.camera.prototype.getRectangle = function(width, height) {
|
||
|
var widthVect = this.cameraPosition(width, 0, true),
|
||
|
heightVect = this.cameraPosition(0, height, true),
|
||
|
centerVect = this.cameraPosition(width / 2, height / 2, true),
|
||
|
marginX = this.cameraPosition(width / 4, 0, true).x,
|
||
|
marginY = this.cameraPosition(0, height / 4, true).y;
|
||
|
|
||
|
return {
|
||
|
x1: this.x - centerVect.x - marginX,
|
||
|
y1: this.y - centerVect.y - marginY,
|
||
|
x2: this.x - centerVect.x + marginX + widthVect.x,
|
||
|
y2: this.y - centerVect.y - marginY + widthVect.y,
|
||
|
height: Math.sqrt(
|
||
|
Math.pow(heightVect.x, 2) +
|
||
|
Math.pow(heightVect.y + 2 * marginY, 2)
|
||
|
)
|
||
|
};
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
/**
|
||
|
* Sigma Quadtree Module
|
||
|
* =====================
|
||
|
*
|
||
|
* Author: Guillaume Plique (Yomguithereal)
|
||
|
* Version: 0.2
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Quad Geometric Operations
|
||
|
* -------------------------
|
||
|
*
|
||
|
* A useful batch of geometric operations used by the quadtree.
|
||
|
*/
|
||
|
|
||
|
var _geom = {
|
||
|
|
||
|
/**
|
||
|
* Transforms a graph node with x, y and size into an
|
||
|
* axis-aligned square.
|
||
|
*
|
||
|
* @param {object} A graph node with at least a point (x, y) and a size.
|
||
|
* @return {object} A square: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
pointToSquare: function(n) {
|
||
|
return {
|
||
|
x1: n.x - n.size,
|
||
|
y1: n.y - n.size,
|
||
|
x2: n.x + n.size,
|
||
|
y2: n.y - n.size,
|
||
|
height: n.size * 2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Checks whether a rectangle is axis-aligned.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points
|
||
|
* (x1, y1) and (x2, y2).
|
||
|
* @return {boolean} True if the rectangle is axis-aligned.
|
||
|
*/
|
||
|
isAxisAligned: function(r) {
|
||
|
return r.x1 === r.x2 || r.y1 === r.y2;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Compute top points of an axis-aligned rectangle. This is useful in
|
||
|
* cases when the rectangle has been rotated (left, right or bottom up) and
|
||
|
* later operations need to know the top points.
|
||
|
*
|
||
|
* @param {object} An axis-aligned rectangle defined by two points
|
||
|
* (x1, y1), (x2, y2) and height.
|
||
|
* @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
axisAlignedTopPoints: function(r) {
|
||
|
|
||
|
// Basic
|
||
|
if (r.y1 === r.y2 && r.x1 < r.x2)
|
||
|
return r;
|
||
|
|
||
|
// Rotated to right
|
||
|
if (r.x1 === r.x2 && r.y2 > r.y1)
|
||
|
return {
|
||
|
x1: r.x1 - r.height, y1: r.y1,
|
||
|
x2: r.x1, y2: r.y1,
|
||
|
height: r.height
|
||
|
};
|
||
|
|
||
|
// Rotated to left
|
||
|
if (r.x1 === r.x2 && r.y2 < r.y1)
|
||
|
return {
|
||
|
x1: r.x1, y1: r.y2,
|
||
|
x2: r.x2 + r.height, y2: r.y2,
|
||
|
height: r.height
|
||
|
};
|
||
|
|
||
|
// Bottom's up
|
||
|
return {
|
||
|
x1: r.x2, y1: r.y1 - r.height,
|
||
|
x2: r.x1, y2: r.y1 - r.height,
|
||
|
height: r.height
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get coordinates of a rectangle's lower left corner from its top points.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @return {object} Coordinates of the corner (x, y).
|
||
|
*/
|
||
|
lowerLeftCoor: function(r) {
|
||
|
var width = (
|
||
|
Math.sqrt(
|
||
|
Math.pow(r.x2 - r.x1, 2) +
|
||
|
Math.pow(r.y2 - r.y1, 2)
|
||
|
)
|
||
|
);
|
||
|
|
||
|
return {
|
||
|
x: r.x1 - (r.y2 - r.y1) * r.height / width,
|
||
|
y: r.y1 + (r.x2 - r.x1) * r.height / width
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get coordinates of a rectangle's lower right corner from its top points
|
||
|
* and its lower left corner.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @param {object} A corner's coordinates (x, y).
|
||
|
* @return {object} Coordinates of the corner (x, y).
|
||
|
*/
|
||
|
lowerRightCoor: function(r, llc) {
|
||
|
return {
|
||
|
x: llc.x - r.x1 + r.x2,
|
||
|
y: llc.y - r.y1 + r.y2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get the coordinates of all the corners of a rectangle from its top point.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @return {array} An array of the four corners' coordinates (x, y).
|
||
|
*/
|
||
|
rectangleCorners: function(r) {
|
||
|
var llc = this.lowerLeftCoor(r),
|
||
|
lrc = this.lowerRightCoor(r, llc);
|
||
|
|
||
|
return [
|
||
|
{x: r.x1, y: r.y1},
|
||
|
{x: r.x2, y: r.y2},
|
||
|
{x: llc.x, y: llc.y},
|
||
|
{x: lrc.x, y: lrc.y}
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Split a square defined by its boundaries into four.
|
||
|
*
|
||
|
* @param {object} Boundaries of the square (x, y, width, height).
|
||
|
* @return {array} An array containing the four new squares, themselves
|
||
|
* defined by an array of their four corners (x, y).
|
||
|
*/
|
||
|
splitSquare: function(b) {
|
||
|
return [
|
||
|
[
|
||
|
{x: b.x, y: b.y},
|
||
|
{x: b.x + b.width / 2, y: b.y},
|
||
|
{x: b.x, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x + b.width / 2, y: b.y},
|
||
|
{x: b.x + b.width, y: b.y},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width, y: b.y + b.height / 2}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x, y: b.y + b.height},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height},
|
||
|
{x: b.x + b.width, y: b.y + b.height}
|
||
|
]
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Compute the four axis between corners of rectangle A and corners of
|
||
|
* rectangle B. This is needed later to check an eventual collision.
|
||
|
*
|
||
|
* @param {array} An array of rectangle A's four corners (x, y).
|
||
|
* @param {array} An array of rectangle B's four corners (x, y).
|
||
|
* @return {array} An array of four axis defined by their coordinates (x,y).
|
||
|
*/
|
||
|
axis: function(c1, c2) {
|
||
|
return [
|
||
|
{x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
|
||
|
{x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
|
||
|
{x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
|
||
|
{x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Project a rectangle's corner on an axis.
|
||
|
*
|
||
|
* @param {object} Coordinates of a corner (x, y).
|
||
|
* @param {object} Coordinates of an axis (x, y).
|
||
|
* @return {object} The projection defined by coordinates (x, y).
|
||
|
*/
|
||
|
projection: function(c, a) {
|
||
|
var l = (
|
||
|
(c.x * a.x + c.y * a.y) /
|
||
|
(Math.pow(a.x, 2) + Math.pow(a.y, 2))
|
||
|
);
|
||
|
|
||
|
return {
|
||
|
x: l * a.x,
|
||
|
y: l * a.y
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Check whether two rectangles collide on one particular axis.
|
||
|
*
|
||
|
* @param {object} An axis' coordinates (x, y).
|
||
|
* @param {array} Rectangle A's corners.
|
||
|
* @param {array} Rectangle B's corners.
|
||
|
* @return {boolean} True if the rectangles collide on the axis.
|
||
|
*/
|
||
|
axisCollision: function(a, c1, c2) {
|
||
|
var sc1 = [],
|
||
|
sc2 = [];
|
||
|
|
||
|
for (var ci = 0; ci < 4; ci++) {
|
||
|
var p1 = this.projection(c1[ci], a),
|
||
|
p2 = this.projection(c2[ci], a);
|
||
|
|
||
|
sc1.push(p1.x * a.x + p1.y * a.y);
|
||
|
sc2.push(p2.x * a.x + p2.y * a.y);
|
||
|
}
|
||
|
|
||
|
var maxc1 = Math.max.apply(Math, sc1),
|
||
|
maxc2 = Math.max.apply(Math, sc2),
|
||
|
minc1 = Math.min.apply(Math, sc1),
|
||
|
minc2 = Math.min.apply(Math, sc2);
|
||
|
|
||
|
return (minc2 <= maxc1 && maxc2 >= minc1);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Check whether two rectangles collide on each one of their four axis. If
|
||
|
* all axis collide, then the two rectangles do collide on the plane.
|
||
|
*
|
||
|
* @param {array} Rectangle A's corners.
|
||
|
* @param {array} Rectangle B's corners.
|
||
|
* @return {boolean} True if the rectangles collide.
|
||
|
*/
|
||
|
collision: function(c1, c2) {
|
||
|
var axis = this.axis(c1, c2),
|
||
|
col = true;
|
||
|
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
col = col && this.axisCollision(axis[i], c1, c2);
|
||
|
|
||
|
return col;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Quad Functions
|
||
|
* ------------
|
||
|
*
|
||
|
* The Quadtree functions themselves.
|
||
|
* For each of those functions, we consider that in a splitted quad, the
|
||
|
* index of each node is the following:
|
||
|
* 0: top left
|
||
|
* 1: top right
|
||
|
* 2: bottom left
|
||
|
* 3: bottom right
|
||
|
*
|
||
|
* Moreover, the hereafter quad's philosophy is to consider that if an element
|
||
|
* collides with more than one nodes, this element belongs to each of the
|
||
|
* nodes it collides with where other would let it lie on a higher node.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Get the index of the node containing the point in the quad
|
||
|
*
|
||
|
* @param {object} point A point defined by coordinates (x, y).
|
||
|
* @param {object} quadBounds Boundaries of the quad (x, y, width, heigth).
|
||
|
* @return {integer} The index of the node containing the point.
|
||
|
*/
|
||
|
function _quadIndex(point, quadBounds) {
|
||
|
var xmp = quadBounds.x + quadBounds.width / 2,
|
||
|
ymp = quadBounds.y + quadBounds.height / 2,
|
||
|
top = (point.y < ymp),
|
||
|
left = (point.x < xmp);
|
||
|
|
||
|
if (top) {
|
||
|
if (left)
|
||
|
return 0;
|
||
|
else
|
||
|
return 1;
|
||
|
}
|
||
|
else {
|
||
|
if (left)
|
||
|
return 2;
|
||
|
else
|
||
|
return 3;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get a list of indexes of nodes containing an axis-aligned rectangle
|
||
|
*
|
||
|
* @param {object} rectangle A rectangle defined by two points (x1, y1),
|
||
|
* (x2, y2) and height.
|
||
|
* @param {array} quadCorners An array of the quad nodes' corners.
|
||
|
* @return {array} An array of indexes containing one to
|
||
|
* four integers.
|
||
|
*/
|
||
|
function _quadIndexes(rectangle, quadCorners) {
|
||
|
var indexes = [];
|
||
|
|
||
|
// Iterating through quads
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
if ((rectangle.x2 >= quadCorners[i][0].x) &&
|
||
|
(rectangle.x1 <= quadCorners[i][1].x) &&
|
||
|
(rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
|
||
|
(rectangle.y1 <= quadCorners[i][2].y))
|
||
|
indexes.push(i);
|
||
|
|
||
|
return indexes;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get a list of indexes of nodes containing a non-axis-aligned rectangle
|
||
|
*
|
||
|
* @param {array} corners An array containing each corner of the
|
||
|
* rectangle defined by its coordinates (x, y).
|
||
|
* @param {array} quadCorners An array of the quad nodes' corners.
|
||
|
* @return {array} An array of indexes containing one to
|
||
|
* four integers.
|
||
|
*/
|
||
|
function _quadCollision(corners, quadCorners) {
|
||
|
var indexes = [];
|
||
|
|
||
|
// Iterating through quads
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
if (_geom.collision(corners, quadCorners[i]))
|
||
|
indexes.push(i);
|
||
|
|
||
|
return indexes;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Subdivide a quad by creating a node at a precise index. The function does
|
||
|
* not generate all four nodes not to potentially create unused nodes.
|
||
|
*
|
||
|
* @param {integer} index The index of the node to create.
|
||
|
* @param {object} quad The quad object to subdivide.
|
||
|
* @return {object} A new quad representing the node created.
|
||
|
*/
|
||
|
function _quadSubdivide(index, quad) {
|
||
|
var next = quad.level + 1,
|
||
|
subw = Math.round(quad.bounds.width / 2),
|
||
|
subh = Math.round(quad.bounds.height / 2),
|
||
|
qx = Math.round(quad.bounds.x),
|
||
|
qy = Math.round(quad.bounds.y),
|
||
|
x,
|
||
|
y;
|
||
|
|
||
|
switch (index) {
|
||
|
case 0:
|
||
|
x = qx;
|
||
|
y = qy;
|
||
|
break;
|
||
|
case 1:
|
||
|
x = qx + subw;
|
||
|
y = qy;
|
||
|
break;
|
||
|
case 2:
|
||
|
x = qx;
|
||
|
y = qy + subh;
|
||
|
break;
|
||
|
case 3:
|
||
|
x = qx + subw;
|
||
|
y = qy + subh;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return _quadTree(
|
||
|
{x: x, y: y, width: subw, height: subh},
|
||
|
next,
|
||
|
quad.maxElements,
|
||
|
quad.maxLevel
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively insert an element into the quadtree. Only points
|
||
|
* with size, i.e. axis-aligned squares, may be inserted with this
|
||
|
* method.
|
||
|
*
|
||
|
* @param {object} el The element to insert in the quadtree.
|
||
|
* @param {object} sizedPoint A sized point defined by two top points
|
||
|
* (x1, y1), (x2, y2) and height.
|
||
|
* @param {object} quad The quad in which to insert the element.
|
||
|
* @return {undefined} The function does not return anything.
|
||
|
*/
|
||
|
function _quadInsert(el, sizedPoint, quad) {
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
|
||
|
// Searching appropriate quads
|
||
|
var indexes = _quadIndexes(sizedPoint, quad.corners);
|
||
|
|
||
|
// Iterating
|
||
|
for (var i = 0, l = indexes.length; i < l; i++) {
|
||
|
|
||
|
// Subdividing if necessary
|
||
|
if (quad.nodes[indexes[i]] === undefined)
|
||
|
quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
|
||
|
|
||
|
// Recursion
|
||
|
_quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
// Pushing the element in a leaf node
|
||
|
quad.elements.push(el);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively retrieve every elements held by the node containing the
|
||
|
* searched point.
|
||
|
*
|
||
|
* @param {object} point The searched point (x, y).
|
||
|
* @param {object} quad The searched quad.
|
||
|
* @return {array} An array of elements contained in the relevant
|
||
|
* node.
|
||
|
*/
|
||
|
function _quadRetrievePoint(point, quad) {
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
var index = _quadIndex(point, quad.bounds);
|
||
|
|
||
|
// If node does not exist we return an empty list
|
||
|
if (quad.nodes[index] !== undefined) {
|
||
|
return _quadRetrievePoint(point, quad.nodes[index]);
|
||
|
}
|
||
|
else {
|
||
|
return [];
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
return quad.elements;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively retrieve every elements contained within an rectangular area
|
||
|
* that may or may not be axis-aligned.
|
||
|
*
|
||
|
* @param {object|array} rectData The searched area defined either by
|
||
|
* an array of four corners (x, y) in
|
||
|
* the case of a non-axis-aligned
|
||
|
* rectangle or an object with two top
|
||
|
* points (x1, y1), (x2, y2) and height.
|
||
|
* @param {object} quad The searched quad.
|
||
|
* @param {function} collisionFunc The collision function used to search
|
||
|
* for node indexes.
|
||
|
* @param {array?} els The retrieved elements.
|
||
|
* @return {array} An array of elements contained in the
|
||
|
* area.
|
||
|
*/
|
||
|
function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
|
||
|
els = els || {};
|
||
|
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
var indexes = collisionFunc(rectData, quad.corners);
|
||
|
|
||
|
for (var i = 0, l = indexes.length; i < l; i++)
|
||
|
if (quad.nodes[indexes[i]] !== undefined)
|
||
|
_quadRetrieveArea(
|
||
|
rectData,
|
||
|
quad.nodes[indexes[i]],
|
||
|
collisionFunc,
|
||
|
els
|
||
|
);
|
||
|
} else
|
||
|
for (var j = 0, m = quad.elements.length; j < m; j++)
|
||
|
if (els[quad.elements[j].id] === undefined)
|
||
|
els[quad.elements[j].id] = quad.elements[j];
|
||
|
|
||
|
return els;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Creates the quadtree object itself.
|
||
|
*
|
||
|
* @param {object} bounds The boundaries of the quad defined by an
|
||
|
* origin (x, y), width and heigth.
|
||
|
* @param {integer} level The level of the quad in the tree.
|
||
|
* @param {integer} maxElements The max number of element in a leaf node.
|
||
|
* @param {integer} maxLevel The max recursion level of the tree.
|
||
|
* @return {object} The quadtree object.
|
||
|
*/
|
||
|
function _quadTree(bounds, level, maxElements, maxLevel) {
|
||
|
return {
|
||
|
level: level || 0,
|
||
|
bounds: bounds,
|
||
|
corners: _geom.splitSquare(bounds),
|
||
|
maxElements: maxElements || 20,
|
||
|
maxLevel: maxLevel || 4,
|
||
|
elements: [],
|
||
|
nodes: []
|
||
|
};
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sigma Quad Constructor
|
||
|
* ----------------------
|
||
|
*
|
||
|
* The quad API as exposed to sigma.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* The quad core that will become the sigma interface with the quadtree.
|
||
|
*
|
||
|
* property {object} _tree Property holding the quadtree object.
|
||
|
* property {object} _geom Exposition of the _geom namespace for testing.
|
||
|
* property {object} _cache Cache for the area method.
|
||
|
*/
|
||
|
var quad = function() {
|
||
|
this._geom = _geom;
|
||
|
this._tree = null;
|
||
|
this._cache = {
|
||
|
query: false,
|
||
|
result: false
|
||
|
};
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Index a graph by inserting its nodes into the quadtree.
|
||
|
*
|
||
|
* @param {array} nodes An array of nodes to index.
|
||
|
* @param {object} params An object of parameters with at least the quad
|
||
|
* bounds.
|
||
|
* @return {object} The quadtree object.
|
||
|
*
|
||
|
* Parameters:
|
||
|
* ----------
|
||
|
* bounds: {object} boundaries of the quad defined by its origin (x, y)
|
||
|
* width and heigth.
|
||
|
* prefix: {string?} a prefix for node geometric attributes.
|
||
|
* maxElements: {integer?} the max number of elements in a leaf node.
|
||
|
* maxLevel: {integer?} the max recursion level of the tree.
|
||
|
*/
|
||
|
quad.prototype.index = function(nodes, params) {
|
||
|
|
||
|
// Enforcing presence of boundaries
|
||
|
if (!params.bounds)
|
||
|
throw 'sigma.classes.quad.index: bounds information not given.';
|
||
|
|
||
|
// Prefix
|
||
|
var prefix = params.prefix || '';
|
||
|
|
||
|
// Building the tree
|
||
|
this._tree = _quadTree(
|
||
|
params.bounds,
|
||
|
0,
|
||
|
params.maxElements,
|
||
|
params.maxLevel
|
||
|
);
|
||
|
|
||
|
// Inserting graph nodes into the tree
|
||
|
for (var i = 0, l = nodes.length; i < l; i++) {
|
||
|
|
||
|
// Inserting node
|
||
|
_quadInsert(
|
||
|
nodes[i],
|
||
|
_geom.pointToSquare({
|
||
|
x: nodes[i][prefix + 'x'],
|
||
|
y: nodes[i][prefix + 'y'],
|
||
|
size: nodes[i][prefix + 'size']
|
||
|
}),
|
||
|
this._tree
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Reset cache:
|
||
|
this._cache = {
|
||
|
query: false,
|
||
|
result: false
|
||
|
};
|
||
|
|
||
|
// remove?
|
||
|
return this._tree;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Retrieve every graph nodes held by the quadtree node containing the
|
||
|
* searched point.
|
||
|
*
|
||
|
* @param {number} x of the point.
|
||
|
* @param {number} y of the point.
|
||
|
* @return {array} An array of nodes retrieved.
|
||
|
*/
|
||
|
quad.prototype.point = function(x, y) {
|
||
|
return this._tree ?
|
||
|
_quadRetrievePoint({x: x, y: y}, this._tree) || [] :
|
||
|
[];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Retrieve every graph nodes within a rectangular area. The methods keep the
|
||
|
* last area queried in cache for optimization reason and will act differently
|
||
|
* for the same reason if the area is axis-aligned or not.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two top points (x1, y1), (x2, y2)
|
||
|
* and height.
|
||
|
* @return {array} An array of nodes retrieved.
|
||
|
*/
|
||
|
quad.prototype.area = function(rect) {
|
||
|
var serialized = JSON.stringify(rect),
|
||
|
collisionFunc,
|
||
|
rectData;
|
||
|
|
||
|
// Returning cache?
|
||
|
if (this._cache.query === serialized)
|
||
|
return this._cache.result;
|
||
|
|
||
|
// Axis aligned ?
|
||
|
if (_geom.isAxisAligned(rect)) {
|
||
|
collisionFunc = _quadIndexes;
|
||
|
rectData = _geom.axisAlignedTopPoints(rect);
|
||
|
}
|
||
|
else {
|
||
|
collisionFunc = _quadCollision;
|
||
|
rectData = _geom.rectangleCorners(rect);
|
||
|
}
|
||
|
|
||
|
// Retrieving nodes
|
||
|
var nodes = this._tree ?
|
||
|
_quadRetrieveArea(
|
||
|
rectData,
|
||
|
this._tree,
|
||
|
collisionFunc
|
||
|
) :
|
||
|
[];
|
||
|
|
||
|
// Object to array
|
||
|
var nodesArray = [];
|
||
|
for (var i in nodes)
|
||
|
nodesArray.push(nodes[i]);
|
||
|
|
||
|
// Caching
|
||
|
this._cache.query = serialized;
|
||
|
this._cache.result = nodesArray;
|
||
|
|
||
|
return nodesArray;
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof this.sigma !== 'undefined') {
|
||
|
this.sigma.classes = this.sigma.classes || {};
|
||
|
this.sigma.classes.quad = quad;
|
||
|
} else if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = quad;
|
||
|
exports.quad = quad;
|
||
|
} else
|
||
|
this.quad = quad;
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
/**
|
||
|
* Sigma Quadtree Module for edges
|
||
|
* ===============================
|
||
|
*
|
||
|
* Author: Sébastien Heymann,
|
||
|
* from the quad of Guillaume Plique (Yomguithereal)
|
||
|
* Version: 0.2
|
||
|
*/
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Quad Geometric Operations
|
||
|
* -------------------------
|
||
|
*
|
||
|
* A useful batch of geometric operations used by the quadtree.
|
||
|
*/
|
||
|
|
||
|
var _geom = {
|
||
|
|
||
|
/**
|
||
|
* Transforms a graph node with x, y and size into an
|
||
|
* axis-aligned square.
|
||
|
*
|
||
|
* @param {object} A graph node with at least a point (x, y) and a size.
|
||
|
* @return {object} A square: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
pointToSquare: function(n) {
|
||
|
return {
|
||
|
x1: n.x - n.size,
|
||
|
y1: n.y - n.size,
|
||
|
x2: n.x + n.size,
|
||
|
y2: n.y - n.size,
|
||
|
height: n.size * 2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Transforms a graph edge with x1, y1, x2, y2 and size into an
|
||
|
* axis-aligned square.
|
||
|
*
|
||
|
* @param {object} A graph edge with at least two points
|
||
|
* (x1, y1), (x2, y2) and a size.
|
||
|
* @return {object} A square: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
lineToSquare: function(e) {
|
||
|
if (e.y1 < e.y2) {
|
||
|
// (e.x1, e.y1) on top
|
||
|
if (e.x1 < e.x2) {
|
||
|
// (e.x1, e.y1) on left
|
||
|
return {
|
||
|
x1: e.x1 - e.size,
|
||
|
y1: e.y1 - e.size,
|
||
|
x2: e.x2 + e.size,
|
||
|
y2: e.y1 - e.size,
|
||
|
height: e.y2 - e.y1 + e.size * 2
|
||
|
};
|
||
|
}
|
||
|
// (e.x1, e.y1) on right
|
||
|
return {
|
||
|
x1: e.x2 - e.size,
|
||
|
y1: e.y1 - e.size,
|
||
|
x2: e.x1 + e.size,
|
||
|
y2: e.y1 - e.size,
|
||
|
height: e.y2 - e.y1 + e.size * 2
|
||
|
};
|
||
|
}
|
||
|
|
||
|
// (e.x2, e.y2) on top
|
||
|
if (e.x1 < e.x2) {
|
||
|
// (e.x1, e.y1) on left
|
||
|
return {
|
||
|
x1: e.x1 - e.size,
|
||
|
y1: e.y2 - e.size,
|
||
|
x2: e.x2 + e.size,
|
||
|
y2: e.y2 - e.size,
|
||
|
height: e.y1 - e.y2 + e.size * 2
|
||
|
};
|
||
|
}
|
||
|
// (e.x2, e.y2) on right
|
||
|
return {
|
||
|
x1: e.x2 - e.size,
|
||
|
y1: e.y2 - e.size,
|
||
|
x2: e.x1 + e.size,
|
||
|
y2: e.y2 - e.size,
|
||
|
height: e.y1 - e.y2 + e.size * 2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Transforms a graph edge of type 'curve' with x1, y1, x2, y2,
|
||
|
* control point and size into an axis-aligned square.
|
||
|
*
|
||
|
* @param {object} e A graph edge with at least two points
|
||
|
* (x1, y1), (x2, y2) and a size.
|
||
|
* @param {object} cp A control point (x,y).
|
||
|
* @return {object} A square: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
quadraticCurveToSquare: function(e, cp) {
|
||
|
var pt = sigma.utils.getPointOnQuadraticCurve(
|
||
|
0.5,
|
||
|
e.x1,
|
||
|
e.y1,
|
||
|
e.x2,
|
||
|
e.y2,
|
||
|
cp.x,
|
||
|
cp.y
|
||
|
);
|
||
|
|
||
|
// Bounding box of the two points and the point at the middle of the
|
||
|
// curve:
|
||
|
var minX = Math.min(e.x1, e.x2, pt.x),
|
||
|
maxX = Math.max(e.x1, e.x2, pt.x),
|
||
|
minY = Math.min(e.y1, e.y2, pt.y),
|
||
|
maxY = Math.max(e.y1, e.y2, pt.y);
|
||
|
|
||
|
return {
|
||
|
x1: minX - e.size,
|
||
|
y1: minY - e.size,
|
||
|
x2: maxX + e.size,
|
||
|
y2: minY - e.size,
|
||
|
height: maxY - minY + e.size * 2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Transforms a graph self loop into an axis-aligned square.
|
||
|
*
|
||
|
* @param {object} n A graph node with a point (x, y) and a size.
|
||
|
* @return {object} A square: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
selfLoopToSquare: function(n) {
|
||
|
// Fitting to the curve is too costly, we compute a larger bounding box
|
||
|
// using the control points:
|
||
|
var cp = sigma.utils.getSelfLoopControlPoints(n.x, n.y, n.size);
|
||
|
|
||
|
// Bounding box of the point and the two control points:
|
||
|
var minX = Math.min(n.x, cp.x1, cp.x2),
|
||
|
maxX = Math.max(n.x, cp.x1, cp.x2),
|
||
|
minY = Math.min(n.y, cp.y1, cp.y2),
|
||
|
maxY = Math.max(n.y, cp.y1, cp.y2);
|
||
|
|
||
|
return {
|
||
|
x1: minX - n.size,
|
||
|
y1: minY - n.size,
|
||
|
x2: maxX + n.size,
|
||
|
y2: minY - n.size,
|
||
|
height: maxY - minY + n.size * 2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Checks whether a rectangle is axis-aligned.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points
|
||
|
* (x1, y1) and (x2, y2).
|
||
|
* @return {boolean} True if the rectangle is axis-aligned.
|
||
|
*/
|
||
|
isAxisAligned: function(r) {
|
||
|
return r.x1 === r.x2 || r.y1 === r.y2;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Compute top points of an axis-aligned rectangle. This is useful in
|
||
|
* cases when the rectangle has been rotated (left, right or bottom up) and
|
||
|
* later operations need to know the top points.
|
||
|
*
|
||
|
* @param {object} An axis-aligned rectangle defined by two points
|
||
|
* (x1, y1), (x2, y2) and height.
|
||
|
* @return {object} A rectangle: two points (x1, y1), (x2, y2) and height.
|
||
|
*/
|
||
|
axisAlignedTopPoints: function(r) {
|
||
|
|
||
|
// Basic
|
||
|
if (r.y1 === r.y2 && r.x1 < r.x2)
|
||
|
return r;
|
||
|
|
||
|
// Rotated to right
|
||
|
if (r.x1 === r.x2 && r.y2 > r.y1)
|
||
|
return {
|
||
|
x1: r.x1 - r.height, y1: r.y1,
|
||
|
x2: r.x1, y2: r.y1,
|
||
|
height: r.height
|
||
|
};
|
||
|
|
||
|
// Rotated to left
|
||
|
if (r.x1 === r.x2 && r.y2 < r.y1)
|
||
|
return {
|
||
|
x1: r.x1, y1: r.y2,
|
||
|
x2: r.x2 + r.height, y2: r.y2,
|
||
|
height: r.height
|
||
|
};
|
||
|
|
||
|
// Bottom's up
|
||
|
return {
|
||
|
x1: r.x2, y1: r.y1 - r.height,
|
||
|
x2: r.x1, y2: r.y1 - r.height,
|
||
|
height: r.height
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get coordinates of a rectangle's lower left corner from its top points.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @return {object} Coordinates of the corner (x, y).
|
||
|
*/
|
||
|
lowerLeftCoor: function(r) {
|
||
|
var width = (
|
||
|
Math.sqrt(
|
||
|
Math.pow(r.x2 - r.x1, 2) +
|
||
|
Math.pow(r.y2 - r.y1, 2)
|
||
|
)
|
||
|
);
|
||
|
|
||
|
return {
|
||
|
x: r.x1 - (r.y2 - r.y1) * r.height / width,
|
||
|
y: r.y1 + (r.x2 - r.x1) * r.height / width
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get coordinates of a rectangle's lower right corner from its top points
|
||
|
* and its lower left corner.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @param {object} A corner's coordinates (x, y).
|
||
|
* @return {object} Coordinates of the corner (x, y).
|
||
|
*/
|
||
|
lowerRightCoor: function(r, llc) {
|
||
|
return {
|
||
|
x: llc.x - r.x1 + r.x2,
|
||
|
y: llc.y - r.y1 + r.y2
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Get the coordinates of all the corners of a rectangle from its top point.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two points (x1, y1) and (x2, y2).
|
||
|
* @return {array} An array of the four corners' coordinates (x, y).
|
||
|
*/
|
||
|
rectangleCorners: function(r) {
|
||
|
var llc = this.lowerLeftCoor(r),
|
||
|
lrc = this.lowerRightCoor(r, llc);
|
||
|
|
||
|
return [
|
||
|
{x: r.x1, y: r.y1},
|
||
|
{x: r.x2, y: r.y2},
|
||
|
{x: llc.x, y: llc.y},
|
||
|
{x: lrc.x, y: lrc.y}
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Split a square defined by its boundaries into four.
|
||
|
*
|
||
|
* @param {object} Boundaries of the square (x, y, width, height).
|
||
|
* @return {array} An array containing the four new squares, themselves
|
||
|
* defined by an array of their four corners (x, y).
|
||
|
*/
|
||
|
splitSquare: function(b) {
|
||
|
return [
|
||
|
[
|
||
|
{x: b.x, y: b.y},
|
||
|
{x: b.x + b.width / 2, y: b.y},
|
||
|
{x: b.x, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x + b.width / 2, y: b.y},
|
||
|
{x: b.x + b.width, y: b.y},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width, y: b.y + b.height / 2}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x, y: b.y + b.height},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height}
|
||
|
],
|
||
|
[
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width, y: b.y + b.height / 2},
|
||
|
{x: b.x + b.width / 2, y: b.y + b.height},
|
||
|
{x: b.x + b.width, y: b.y + b.height}
|
||
|
]
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Compute the four axis between corners of rectangle A and corners of
|
||
|
* rectangle B. This is needed later to check an eventual collision.
|
||
|
*
|
||
|
* @param {array} An array of rectangle A's four corners (x, y).
|
||
|
* @param {array} An array of rectangle B's four corners (x, y).
|
||
|
* @return {array} An array of four axis defined by their coordinates (x,y).
|
||
|
*/
|
||
|
axis: function(c1, c2) {
|
||
|
return [
|
||
|
{x: c1[1].x - c1[0].x, y: c1[1].y - c1[0].y},
|
||
|
{x: c1[1].x - c1[3].x, y: c1[1].y - c1[3].y},
|
||
|
{x: c2[0].x - c2[2].x, y: c2[0].y - c2[2].y},
|
||
|
{x: c2[0].x - c2[1].x, y: c2[0].y - c2[1].y}
|
||
|
];
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Project a rectangle's corner on an axis.
|
||
|
*
|
||
|
* @param {object} Coordinates of a corner (x, y).
|
||
|
* @param {object} Coordinates of an axis (x, y).
|
||
|
* @return {object} The projection defined by coordinates (x, y).
|
||
|
*/
|
||
|
projection: function(c, a) {
|
||
|
var l = (
|
||
|
(c.x * a.x + c.y * a.y) /
|
||
|
(Math.pow(a.x, 2) + Math.pow(a.y, 2))
|
||
|
);
|
||
|
|
||
|
return {
|
||
|
x: l * a.x,
|
||
|
y: l * a.y
|
||
|
};
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Check whether two rectangles collide on one particular axis.
|
||
|
*
|
||
|
* @param {object} An axis' coordinates (x, y).
|
||
|
* @param {array} Rectangle A's corners.
|
||
|
* @param {array} Rectangle B's corners.
|
||
|
* @return {boolean} True if the rectangles collide on the axis.
|
||
|
*/
|
||
|
axisCollision: function(a, c1, c2) {
|
||
|
var sc1 = [],
|
||
|
sc2 = [];
|
||
|
|
||
|
for (var ci = 0; ci < 4; ci++) {
|
||
|
var p1 = this.projection(c1[ci], a),
|
||
|
p2 = this.projection(c2[ci], a);
|
||
|
|
||
|
sc1.push(p1.x * a.x + p1.y * a.y);
|
||
|
sc2.push(p2.x * a.x + p2.y * a.y);
|
||
|
}
|
||
|
|
||
|
var maxc1 = Math.max.apply(Math, sc1),
|
||
|
maxc2 = Math.max.apply(Math, sc2),
|
||
|
minc1 = Math.min.apply(Math, sc1),
|
||
|
minc2 = Math.min.apply(Math, sc2);
|
||
|
|
||
|
return (minc2 <= maxc1 && maxc2 >= minc1);
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* Check whether two rectangles collide on each one of their four axis. If
|
||
|
* all axis collide, then the two rectangles do collide on the plane.
|
||
|
*
|
||
|
* @param {array} Rectangle A's corners.
|
||
|
* @param {array} Rectangle B's corners.
|
||
|
* @return {boolean} True if the rectangles collide.
|
||
|
*/
|
||
|
collision: function(c1, c2) {
|
||
|
var axis = this.axis(c1, c2),
|
||
|
col = true;
|
||
|
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
col = col && this.axisCollision(axis[i], c1, c2);
|
||
|
|
||
|
return col;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Quad Functions
|
||
|
* ------------
|
||
|
*
|
||
|
* The Quadtree functions themselves.
|
||
|
* For each of those functions, we consider that in a splitted quad, the
|
||
|
* index of each node is the following:
|
||
|
* 0: top left
|
||
|
* 1: top right
|
||
|
* 2: bottom left
|
||
|
* 3: bottom right
|
||
|
*
|
||
|
* Moreover, the hereafter quad's philosophy is to consider that if an element
|
||
|
* collides with more than one nodes, this element belongs to each of the
|
||
|
* nodes it collides with where other would let it lie on a higher node.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* Get the index of the node containing the point in the quad
|
||
|
*
|
||
|
* @param {object} point A point defined by coordinates (x, y).
|
||
|
* @param {object} quadBounds Boundaries of the quad (x, y, width, heigth).
|
||
|
* @return {integer} The index of the node containing the point.
|
||
|
*/
|
||
|
function _quadIndex(point, quadBounds) {
|
||
|
var xmp = quadBounds.x + quadBounds.width / 2,
|
||
|
ymp = quadBounds.y + quadBounds.height / 2,
|
||
|
top = (point.y < ymp),
|
||
|
left = (point.x < xmp);
|
||
|
|
||
|
if (top) {
|
||
|
if (left)
|
||
|
return 0;
|
||
|
else
|
||
|
return 1;
|
||
|
}
|
||
|
else {
|
||
|
if (left)
|
||
|
return 2;
|
||
|
else
|
||
|
return 3;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get a list of indexes of nodes containing an axis-aligned rectangle
|
||
|
*
|
||
|
* @param {object} rectangle A rectangle defined by two points (x1, y1),
|
||
|
* (x2, y2) and height.
|
||
|
* @param {array} quadCorners An array of the quad nodes' corners.
|
||
|
* @return {array} An array of indexes containing one to
|
||
|
* four integers.
|
||
|
*/
|
||
|
function _quadIndexes(rectangle, quadCorners) {
|
||
|
var indexes = [];
|
||
|
|
||
|
// Iterating through quads
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
if ((rectangle.x2 >= quadCorners[i][0].x) &&
|
||
|
(rectangle.x1 <= quadCorners[i][1].x) &&
|
||
|
(rectangle.y1 + rectangle.height >= quadCorners[i][0].y) &&
|
||
|
(rectangle.y1 <= quadCorners[i][2].y))
|
||
|
indexes.push(i);
|
||
|
|
||
|
return indexes;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Get a list of indexes of nodes containing a non-axis-aligned rectangle
|
||
|
*
|
||
|
* @param {array} corners An array containing each corner of the
|
||
|
* rectangle defined by its coordinates (x, y).
|
||
|
* @param {array} quadCorners An array of the quad nodes' corners.
|
||
|
* @return {array} An array of indexes containing one to
|
||
|
* four integers.
|
||
|
*/
|
||
|
function _quadCollision(corners, quadCorners) {
|
||
|
var indexes = [];
|
||
|
|
||
|
// Iterating through quads
|
||
|
for (var i = 0; i < 4; i++)
|
||
|
if (_geom.collision(corners, quadCorners[i]))
|
||
|
indexes.push(i);
|
||
|
|
||
|
return indexes;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Subdivide a quad by creating a node at a precise index. The function does
|
||
|
* not generate all four nodes not to potentially create unused nodes.
|
||
|
*
|
||
|
* @param {integer} index The index of the node to create.
|
||
|
* @param {object} quad The quad object to subdivide.
|
||
|
* @return {object} A new quad representing the node created.
|
||
|
*/
|
||
|
function _quadSubdivide(index, quad) {
|
||
|
var next = quad.level + 1,
|
||
|
subw = Math.round(quad.bounds.width / 2),
|
||
|
subh = Math.round(quad.bounds.height / 2),
|
||
|
qx = Math.round(quad.bounds.x),
|
||
|
qy = Math.round(quad.bounds.y),
|
||
|
x,
|
||
|
y;
|
||
|
|
||
|
switch (index) {
|
||
|
case 0:
|
||
|
x = qx;
|
||
|
y = qy;
|
||
|
break;
|
||
|
case 1:
|
||
|
x = qx + subw;
|
||
|
y = qy;
|
||
|
break;
|
||
|
case 2:
|
||
|
x = qx;
|
||
|
y = qy + subh;
|
||
|
break;
|
||
|
case 3:
|
||
|
x = qx + subw;
|
||
|
y = qy + subh;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
return _quadTree(
|
||
|
{x: x, y: y, width: subw, height: subh},
|
||
|
next,
|
||
|
quad.maxElements,
|
||
|
quad.maxLevel
|
||
|
);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively insert an element into the quadtree. Only points
|
||
|
* with size, i.e. axis-aligned squares, may be inserted with this
|
||
|
* method.
|
||
|
*
|
||
|
* @param {object} el The element to insert in the quadtree.
|
||
|
* @param {object} sizedPoint A sized point defined by two top points
|
||
|
* (x1, y1), (x2, y2) and height.
|
||
|
* @param {object} quad The quad in which to insert the element.
|
||
|
* @return {undefined} The function does not return anything.
|
||
|
*/
|
||
|
function _quadInsert(el, sizedPoint, quad) {
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
|
||
|
// Searching appropriate quads
|
||
|
var indexes = _quadIndexes(sizedPoint, quad.corners);
|
||
|
|
||
|
// Iterating
|
||
|
for (var i = 0, l = indexes.length; i < l; i++) {
|
||
|
|
||
|
// Subdividing if necessary
|
||
|
if (quad.nodes[indexes[i]] === undefined)
|
||
|
quad.nodes[indexes[i]] = _quadSubdivide(indexes[i], quad);
|
||
|
|
||
|
// Recursion
|
||
|
_quadInsert(el, sizedPoint, quad.nodes[indexes[i]]);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
|
||
|
// Pushing the element in a leaf node
|
||
|
quad.elements.push(el);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively retrieve every elements held by the node containing the
|
||
|
* searched point.
|
||
|
*
|
||
|
* @param {object} point The searched point (x, y).
|
||
|
* @param {object} quad The searched quad.
|
||
|
* @return {array} An array of elements contained in the relevant
|
||
|
* node.
|
||
|
*/
|
||
|
function _quadRetrievePoint(point, quad) {
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
var index = _quadIndex(point, quad.bounds);
|
||
|
|
||
|
// If node does not exist we return an empty list
|
||
|
if (quad.nodes[index] !== undefined) {
|
||
|
return _quadRetrievePoint(point, quad.nodes[index]);
|
||
|
}
|
||
|
else {
|
||
|
return [];
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
return quad.elements;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Recursively retrieve every elements contained within an rectangular area
|
||
|
* that may or may not be axis-aligned.
|
||
|
*
|
||
|
* @param {object|array} rectData The searched area defined either by
|
||
|
* an array of four corners (x, y) in
|
||
|
* the case of a non-axis-aligned
|
||
|
* rectangle or an object with two top
|
||
|
* points (x1, y1), (x2, y2) and height.
|
||
|
* @param {object} quad The searched quad.
|
||
|
* @param {function} collisionFunc The collision function used to search
|
||
|
* for node indexes.
|
||
|
* @param {array?} els The retrieved elements.
|
||
|
* @return {array} An array of elements contained in the
|
||
|
* area.
|
||
|
*/
|
||
|
function _quadRetrieveArea(rectData, quad, collisionFunc, els) {
|
||
|
els = els || {};
|
||
|
|
||
|
if (quad.level < quad.maxLevel) {
|
||
|
var indexes = collisionFunc(rectData, quad.corners);
|
||
|
|
||
|
for (var i = 0, l = indexes.length; i < l; i++)
|
||
|
if (quad.nodes[indexes[i]] !== undefined)
|
||
|
_quadRetrieveArea(
|
||
|
rectData,
|
||
|
quad.nodes[indexes[i]],
|
||
|
collisionFunc,
|
||
|
els
|
||
|
);
|
||
|
} else
|
||
|
for (var j = 0, m = quad.elements.length; j < m; j++)
|
||
|
if (els[quad.elements[j].id] === undefined)
|
||
|
els[quad.elements[j].id] = quad.elements[j];
|
||
|
|
||
|
return els;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Creates the quadtree object itself.
|
||
|
*
|
||
|
* @param {object} bounds The boundaries of the quad defined by an
|
||
|
* origin (x, y), width and heigth.
|
||
|
* @param {integer} level The level of the quad in the tree.
|
||
|
* @param {integer} maxElements The max number of element in a leaf node.
|
||
|
* @param {integer} maxLevel The max recursion level of the tree.
|
||
|
* @return {object} The quadtree object.
|
||
|
*/
|
||
|
function _quadTree(bounds, level, maxElements, maxLevel) {
|
||
|
return {
|
||
|
level: level || 0,
|
||
|
bounds: bounds,
|
||
|
corners: _geom.splitSquare(bounds),
|
||
|
maxElements: maxElements || 40,
|
||
|
maxLevel: maxLevel || 8,
|
||
|
elements: [],
|
||
|
nodes: []
|
||
|
};
|
||
|
}
|
||
|
|
||
|
|
||
|
/**
|
||
|
* Sigma Quad Constructor
|
||
|
* ----------------------
|
||
|
*
|
||
|
* The edgequad API as exposed to sigma.
|
||
|
*/
|
||
|
|
||
|
/**
|
||
|
* The edgequad core that will become the sigma interface with the quadtree.
|
||
|
*
|
||
|
* property {object} _tree Property holding the quadtree object.
|
||
|
* property {object} _geom Exposition of the _geom namespace for testing.
|
||
|
* property {object} _cache Cache for the area method.
|
||
|
* property {boolean} _enabled Can index and retreive elements.
|
||
|
*/
|
||
|
var edgequad = function() {
|
||
|
this._geom = _geom;
|
||
|
this._tree = null;
|
||
|
this._cache = {
|
||
|
query: false,
|
||
|
result: false
|
||
|
};
|
||
|
this._enabled = true;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Index a graph by inserting its edges into the quadtree.
|
||
|
*
|
||
|
* @param {object} graph A graph instance.
|
||
|
* @param {object} params An object of parameters with at least the quad
|
||
|
* bounds.
|
||
|
* @return {object} The quadtree object.
|
||
|
*
|
||
|
* Parameters:
|
||
|
* ----------
|
||
|
* bounds: {object} boundaries of the quad defined by its origin (x, y)
|
||
|
* width and heigth.
|
||
|
* prefix: {string?} a prefix for edge geometric attributes.
|
||
|
* maxElements: {integer?} the max number of elements in a leaf node.
|
||
|
* maxLevel: {integer?} the max recursion level of the tree.
|
||
|
*/
|
||
|
edgequad.prototype.index = function(graph, params) {
|
||
|
if (!this._enabled)
|
||
|
return this._tree;
|
||
|
|
||
|
// Enforcing presence of boundaries
|
||
|
if (!params.bounds)
|
||
|
throw 'sigma.classes.edgequad.index: bounds information not given.';
|
||
|
|
||
|
// Prefix
|
||
|
var prefix = params.prefix || '',
|
||
|
cp,
|
||
|
source,
|
||
|
target,
|
||
|
n,
|
||
|
e;
|
||
|
|
||
|
// Building the tree
|
||
|
this._tree = _quadTree(
|
||
|
params.bounds,
|
||
|
0,
|
||
|
params.maxElements,
|
||
|
params.maxLevel
|
||
|
);
|
||
|
|
||
|
var edges = graph.edges();
|
||
|
|
||
|
// Inserting graph edges into the tree
|
||
|
for (var i = 0, l = edges.length; i < l; i++) {
|
||
|
source = graph.nodes(edges[i].source);
|
||
|
target = graph.nodes(edges[i].target);
|
||
|
e = {
|
||
|
x1: source[prefix + 'x'],
|
||
|
y1: source[prefix + 'y'],
|
||
|
x2: target[prefix + 'x'],
|
||
|
y2: target[prefix + 'y'],
|
||
|
size: edges[i][prefix + 'size'] || 0
|
||
|
};
|
||
|
|
||
|
// Inserting edge
|
||
|
if (edges[i].type === 'curve' || edges[i].type === 'curvedArrow') {
|
||
|
if (source.id === target.id) {
|
||
|
n = {
|
||
|
x: source[prefix + 'x'],
|
||
|
y: source[prefix + 'y'],
|
||
|
size: source[prefix + 'size'] || 0
|
||
|
};
|
||
|
_quadInsert(
|
||
|
edges[i],
|
||
|
_geom.selfLoopToSquare(n),
|
||
|
this._tree);
|
||
|
}
|
||
|
else {
|
||
|
cp = sigma.utils.getQuadraticControlPoint(e.x1, e.y1, e.x2, e.y2);
|
||
|
_quadInsert(
|
||
|
edges[i],
|
||
|
_geom.quadraticCurveToSquare(e, cp),
|
||
|
this._tree);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
_quadInsert(
|
||
|
edges[i],
|
||
|
_geom.lineToSquare(e),
|
||
|
this._tree);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Reset cache:
|
||
|
this._cache = {
|
||
|
query: false,
|
||
|
result: false
|
||
|
};
|
||
|
|
||
|
// remove?
|
||
|
return this._tree;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Retrieve every graph edges held by the quadtree node containing the
|
||
|
* searched point.
|
||
|
*
|
||
|
* @param {number} x of the point.
|
||
|
* @param {number} y of the point.
|
||
|
* @return {array} An array of edges retrieved.
|
||
|
*/
|
||
|
edgequad.prototype.point = function(x, y) {
|
||
|
if (!this._enabled)
|
||
|
return [];
|
||
|
|
||
|
return this._tree ?
|
||
|
_quadRetrievePoint({x: x, y: y}, this._tree) || [] :
|
||
|
[];
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Retrieve every graph edges within a rectangular area. The methods keep the
|
||
|
* last area queried in cache for optimization reason and will act differently
|
||
|
* for the same reason if the area is axis-aligned or not.
|
||
|
*
|
||
|
* @param {object} A rectangle defined by two top points (x1, y1), (x2, y2)
|
||
|
* and height.
|
||
|
* @return {array} An array of edges retrieved.
|
||
|
*/
|
||
|
edgequad.prototype.area = function(rect) {
|
||
|
if (!this._enabled)
|
||
|
return [];
|
||
|
|
||
|
var serialized = JSON.stringify(rect),
|
||
|
collisionFunc,
|
||
|
rectData;
|
||
|
|
||
|
// Returning cache?
|
||
|
if (this._cache.query === serialized)
|
||
|
return this._cache.result;
|
||
|
|
||
|
// Axis aligned ?
|
||
|
if (_geom.isAxisAligned(rect)) {
|
||
|
collisionFunc = _quadIndexes;
|
||
|
rectData = _geom.axisAlignedTopPoints(rect);
|
||
|
}
|
||
|
else {
|
||
|
collisionFunc = _quadCollision;
|
||
|
rectData = _geom.rectangleCorners(rect);
|
||
|
}
|
||
|
|
||
|
// Retrieving edges
|
||
|
var edges = this._tree ?
|
||
|
_quadRetrieveArea(
|
||
|
rectData,
|
||
|
this._tree,
|
||
|
collisionFunc
|
||
|
) :
|
||
|
[];
|
||
|
|
||
|
// Object to array
|
||
|
var edgesArray = [];
|
||
|
for (var i in edges)
|
||
|
edgesArray.push(edges[i]);
|
||
|
|
||
|
// Caching
|
||
|
this._cache.query = serialized;
|
||
|
this._cache.result = edgesArray;
|
||
|
|
||
|
return edgesArray;
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* EXPORT:
|
||
|
* *******
|
||
|
*/
|
||
|
if (typeof this.sigma !== 'undefined') {
|
||
|
this.sigma.classes = this.sigma.classes || {};
|
||
|
this.sigma.classes.edgequad = edgequad;
|
||
|
} else if (typeof exports !== 'undefined') {
|
||
|
if (typeof module !== 'undefined' && module.exports)
|
||
|
exports = module.exports = edgequad;
|
||
|
exports.edgequad = edgequad;
|
||
|
} else
|
||
|
this.edgequad = edgequad;
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.captors');
|
||
|
|
||
|
/**
|
||
|
* The user inputs default captor. It deals with mouse events, keyboards
|
||
|
* events and touch events.
|
||
|
*
|
||
|
* @param {DOMElement} target The DOM element where the listeners will be
|
||
|
* bound.
|
||
|
* @param {camera} camera The camera related to the target.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
* @return {sigma.captor} The fresh new captor instance.
|
||
|
*/
|
||
|
sigma.captors.mouse = function(target, camera, settings) {
|
||
|
var _self = this,
|
||
|
_target = target,
|
||
|
_camera = camera,
|
||
|
_settings = settings,
|
||
|
|
||
|
// CAMERA MANAGEMENT:
|
||
|
// ******************
|
||
|
// The camera position when the user starts dragging:
|
||
|
_startCameraX,
|
||
|
_startCameraY,
|
||
|
_startCameraAngle,
|
||
|
|
||
|
// The latest stage position:
|
||
|
_lastCameraX,
|
||
|
_lastCameraY,
|
||
|
_lastCameraAngle,
|
||
|
_lastCameraRatio,
|
||
|
|
||
|
// MOUSE MANAGEMENT:
|
||
|
// *****************
|
||
|
// The mouse position when the user starts dragging:
|
||
|
_startMouseX,
|
||
|
_startMouseY,
|
||
|
|
||
|
_isMouseDown,
|
||
|
_isMoving,
|
||
|
_hasDragged,
|
||
|
_downStartTime,
|
||
|
_movingTimeoutId;
|
||
|
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
sigma.utils.doubleClick(_target, 'click', _doubleClickHandler);
|
||
|
_target.addEventListener('DOMMouseScroll', _wheelHandler, false);
|
||
|
_target.addEventListener('mousewheel', _wheelHandler, false);
|
||
|
_target.addEventListener('mousemove', _moveHandler, false);
|
||
|
_target.addEventListener('mousedown', _downHandler, false);
|
||
|
_target.addEventListener('click', _clickHandler, false);
|
||
|
_target.addEventListener('mouseout', _outHandler, false);
|
||
|
document.addEventListener('mouseup', _upHandler, false);
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method unbinds every handlers that makes the captor work.
|
||
|
*/
|
||
|
this.kill = function() {
|
||
|
sigma.utils.unbindDoubleClick(_target, 'click');
|
||
|
_target.removeEventListener('DOMMouseScroll', _wheelHandler);
|
||
|
_target.removeEventListener('mousewheel', _wheelHandler);
|
||
|
_target.removeEventListener('mousemove', _moveHandler);
|
||
|
_target.removeEventListener('mousedown', _downHandler);
|
||
|
_target.removeEventListener('click', _clickHandler);
|
||
|
_target.removeEventListener('mouseout', _outHandler);
|
||
|
document.removeEventListener('mouseup', _upHandler);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// MOUSE EVENTS:
|
||
|
// *************
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'move' mouse event. It will effectively
|
||
|
* drag the graph.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _moveHandler(e) {
|
||
|
var x,
|
||
|
y,
|
||
|
pos;
|
||
|
|
||
|
// Dispatch event:
|
||
|
if (_settings('mouseEnabled'))
|
||
|
_self.dispatchEvent('mousemove', {
|
||
|
x: sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
|
||
|
y: sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
|
||
|
if (_settings('mouseEnabled') && _isMouseDown) {
|
||
|
_isMoving = true;
|
||
|
_hasDragged = true;
|
||
|
|
||
|
if (_movingTimeoutId)
|
||
|
clearTimeout(_movingTimeoutId);
|
||
|
|
||
|
_movingTimeoutId = setTimeout(function() {
|
||
|
_isMoving = false;
|
||
|
}, _settings('dragTimeout'));
|
||
|
|
||
|
sigma.misc.animation.killAll(_camera);
|
||
|
|
||
|
_camera.isMoving = true;
|
||
|
pos = _camera.cameraPosition(
|
||
|
sigma.utils.getX(e) - _startMouseX,
|
||
|
sigma.utils.getY(e) - _startMouseY,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
x = _startCameraX - pos.x;
|
||
|
y = _startCameraY - pos.y;
|
||
|
|
||
|
if (x !== _camera.x || y !== _camera.y) {
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
|
||
|
_camera.goTo({
|
||
|
x: x,
|
||
|
y: y
|
||
|
});
|
||
|
}
|
||
|
|
||
|
if (e.preventDefault)
|
||
|
e.preventDefault();
|
||
|
else
|
||
|
e.returnValue = false;
|
||
|
|
||
|
e.stopPropagation();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'up' mouse event. It will stop dragging the
|
||
|
* graph.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _upHandler(e) {
|
||
|
if (_settings('mouseEnabled') && _isMouseDown) {
|
||
|
_isMouseDown = false;
|
||
|
if (_movingTimeoutId)
|
||
|
clearTimeout(_movingTimeoutId);
|
||
|
|
||
|
_camera.isMoving = false;
|
||
|
|
||
|
var x = sigma.utils.getX(e),
|
||
|
y = sigma.utils.getY(e);
|
||
|
|
||
|
if (_isMoving) {
|
||
|
sigma.misc.animation.killAll(_camera);
|
||
|
sigma.misc.animation.camera(
|
||
|
_camera,
|
||
|
{
|
||
|
x: _camera.x +
|
||
|
_settings('mouseInertiaRatio') * (_camera.x - _lastCameraX),
|
||
|
y: _camera.y +
|
||
|
_settings('mouseInertiaRatio') * (_camera.y - _lastCameraY)
|
||
|
},
|
||
|
{
|
||
|
easing: 'quadraticOut',
|
||
|
duration: _settings('mouseInertiaDuration')
|
||
|
}
|
||
|
);
|
||
|
} else if (
|
||
|
_startMouseX !== x ||
|
||
|
_startMouseY !== y
|
||
|
)
|
||
|
_camera.goTo({
|
||
|
x: _camera.x,
|
||
|
y: _camera.y
|
||
|
});
|
||
|
|
||
|
_self.dispatchEvent('mouseup', {
|
||
|
x: x - sigma.utils.getWidth(e) / 2,
|
||
|
y: y - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
|
||
|
// Update _isMoving flag:
|
||
|
_isMoving = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'down' mouse event. It will start observing
|
||
|
* the mouse position for dragging the graph.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _downHandler(e) {
|
||
|
if (_settings('mouseEnabled')) {
|
||
|
_startCameraX = _camera.x;
|
||
|
_startCameraY = _camera.y;
|
||
|
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
|
||
|
_startMouseX = sigma.utils.getX(e);
|
||
|
_startMouseY = sigma.utils.getY(e);
|
||
|
|
||
|
_hasDragged = false;
|
||
|
_downStartTime = (new Date()).getTime();
|
||
|
|
||
|
switch (e.which) {
|
||
|
case 2:
|
||
|
// Middle mouse button pressed
|
||
|
// Do nothing.
|
||
|
break;
|
||
|
case 3:
|
||
|
// Right mouse button pressed
|
||
|
_self.dispatchEvent('rightclick', {
|
||
|
x: _startMouseX - sigma.utils.getWidth(e) / 2,
|
||
|
y: _startMouseY - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
break;
|
||
|
// case 1:
|
||
|
default:
|
||
|
// Left mouse button pressed
|
||
|
_isMouseDown = true;
|
||
|
|
||
|
_self.dispatchEvent('mousedown', {
|
||
|
x: _startMouseX - sigma.utils.getWidth(e) / 2,
|
||
|
y: _startMouseY - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'out' mouse event. It will just redispatch
|
||
|
* the event.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _outHandler(e) {
|
||
|
if (_settings('mouseEnabled'))
|
||
|
_self.dispatchEvent('mouseout');
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'click' mouse event. It will redispatch the
|
||
|
* click event, but with normalized X and Y coordinates.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _clickHandler(e) {
|
||
|
if (_settings('mouseEnabled'))
|
||
|
_self.dispatchEvent('click', {
|
||
|
x: sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
|
||
|
y: sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey,
|
||
|
isDragging:
|
||
|
(((new Date()).getTime() - _downStartTime) > 100) &&
|
||
|
_hasDragged
|
||
|
});
|
||
|
|
||
|
if (e.preventDefault)
|
||
|
e.preventDefault();
|
||
|
else
|
||
|
e.returnValue = false;
|
||
|
|
||
|
e.stopPropagation();
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the double click custom event. It will
|
||
|
* basically zoom into the graph.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _doubleClickHandler(e) {
|
||
|
var pos,
|
||
|
ratio,
|
||
|
animation;
|
||
|
|
||
|
if (_settings('mouseEnabled')) {
|
||
|
ratio = 1 / _settings('doubleClickZoomingRatio');
|
||
|
|
||
|
_self.dispatchEvent('doubleclick', {
|
||
|
x: _startMouseX - sigma.utils.getWidth(e) / 2,
|
||
|
y: _startMouseY - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
|
||
|
if (_settings('doubleClickEnabled')) {
|
||
|
pos = _camera.cameraPosition(
|
||
|
sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
|
||
|
sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
animation = {
|
||
|
duration: _settings('doubleClickZoomDuration')
|
||
|
};
|
||
|
|
||
|
sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
|
||
|
}
|
||
|
|
||
|
if (e.preventDefault)
|
||
|
e.preventDefault();
|
||
|
else
|
||
|
e.returnValue = false;
|
||
|
|
||
|
e.stopPropagation();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'wheel' mouse event. It will basically zoom
|
||
|
* in or not into the graph.
|
||
|
*
|
||
|
* @param {event} e A mouse event.
|
||
|
*/
|
||
|
function _wheelHandler(e) {
|
||
|
var pos,
|
||
|
ratio,
|
||
|
animation;
|
||
|
|
||
|
if (_settings('mouseEnabled') && _settings('mouseWheelEnabled')) {
|
||
|
ratio = sigma.utils.getDelta(e) > 0 ?
|
||
|
1 / _settings('zoomingRatio') :
|
||
|
_settings('zoomingRatio');
|
||
|
|
||
|
pos = _camera.cameraPosition(
|
||
|
sigma.utils.getX(e) - sigma.utils.getWidth(e) / 2,
|
||
|
sigma.utils.getY(e) - sigma.utils.getHeight(e) / 2,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
animation = {
|
||
|
duration: _settings('mouseZoomDuration')
|
||
|
};
|
||
|
|
||
|
sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
|
||
|
|
||
|
if (e.preventDefault)
|
||
|
e.preventDefault();
|
||
|
else
|
||
|
e.returnValue = false;
|
||
|
|
||
|
e.stopPropagation();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.captors');
|
||
|
|
||
|
/**
|
||
|
* The user inputs default captor. It deals with mouse events, keyboards
|
||
|
* events and touch events.
|
||
|
*
|
||
|
* @param {DOMElement} target The DOM element where the listeners will be
|
||
|
* bound.
|
||
|
* @param {camera} camera The camera related to the target.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
* @return {sigma.captor} The fresh new captor instance.
|
||
|
*/
|
||
|
sigma.captors.touch = function(target, camera, settings) {
|
||
|
var _self = this,
|
||
|
_target = target,
|
||
|
_camera = camera,
|
||
|
_settings = settings,
|
||
|
|
||
|
// CAMERA MANAGEMENT:
|
||
|
// ******************
|
||
|
// The camera position when the user starts dragging:
|
||
|
_startCameraX,
|
||
|
_startCameraY,
|
||
|
_startCameraAngle,
|
||
|
_startCameraRatio,
|
||
|
|
||
|
// The latest stage position:
|
||
|
_lastCameraX,
|
||
|
_lastCameraY,
|
||
|
_lastCameraAngle,
|
||
|
_lastCameraRatio,
|
||
|
|
||
|
// TOUCH MANAGEMENT:
|
||
|
// *****************
|
||
|
// Touches that are down:
|
||
|
_downTouches = [],
|
||
|
|
||
|
_startTouchX0,
|
||
|
_startTouchY0,
|
||
|
_startTouchX1,
|
||
|
_startTouchY1,
|
||
|
_startTouchAngle,
|
||
|
_startTouchDistance,
|
||
|
|
||
|
_touchMode,
|
||
|
|
||
|
_isMoving,
|
||
|
_doubleTap,
|
||
|
_movingTimeoutId;
|
||
|
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
sigma.utils.doubleClick(_target, 'touchstart', _doubleTapHandler);
|
||
|
_target.addEventListener('touchstart', _handleStart, false);
|
||
|
_target.addEventListener('touchend', _handleLeave, false);
|
||
|
_target.addEventListener('touchcancel', _handleLeave, false);
|
||
|
_target.addEventListener('touchleave', _handleLeave, false);
|
||
|
_target.addEventListener('touchmove', _handleMove, false);
|
||
|
|
||
|
function position(e) {
|
||
|
var offset = sigma.utils.getOffset(_target);
|
||
|
|
||
|
return {
|
||
|
x: e.pageX - offset.left,
|
||
|
y: e.pageY - offset.top
|
||
|
};
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method unbinds every handlers that makes the captor work.
|
||
|
*/
|
||
|
this.kill = function() {
|
||
|
sigma.utils.unbindDoubleClick(_target, 'touchstart');
|
||
|
_target.addEventListener('touchstart', _handleStart);
|
||
|
_target.addEventListener('touchend', _handleLeave);
|
||
|
_target.addEventListener('touchcancel', _handleLeave);
|
||
|
_target.addEventListener('touchleave', _handleLeave);
|
||
|
_target.addEventListener('touchmove', _handleMove);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
// TOUCH EVENTS:
|
||
|
// *************
|
||
|
/**
|
||
|
* The handler listening to the 'touchstart' event. It will set the touch
|
||
|
* mode ("_touchMode") and start observing the user touch moves.
|
||
|
*
|
||
|
* @param {event} e A touch event.
|
||
|
*/
|
||
|
function _handleStart(e) {
|
||
|
if (_settings('touchEnabled')) {
|
||
|
var x0,
|
||
|
x1,
|
||
|
y0,
|
||
|
y1,
|
||
|
pos0,
|
||
|
pos1;
|
||
|
|
||
|
_downTouches = e.touches;
|
||
|
|
||
|
switch (_downTouches.length) {
|
||
|
case 1:
|
||
|
_camera.isMoving = true;
|
||
|
_touchMode = 1;
|
||
|
|
||
|
_startCameraX = _camera.x;
|
||
|
_startCameraY = _camera.y;
|
||
|
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
|
||
|
pos0 = position(_downTouches[0]);
|
||
|
_startTouchX0 = pos0.x;
|
||
|
_startTouchY0 = pos0.y;
|
||
|
|
||
|
break;
|
||
|
case 2:
|
||
|
_camera.isMoving = true;
|
||
|
_touchMode = 2;
|
||
|
|
||
|
pos0 = position(_downTouches[0]);
|
||
|
pos1 = position(_downTouches[1]);
|
||
|
x0 = pos0.x;
|
||
|
y0 = pos0.y;
|
||
|
x1 = pos1.x;
|
||
|
y1 = pos1.y;
|
||
|
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
|
||
|
_startCameraAngle = _camera.angle;
|
||
|
_startCameraRatio = _camera.ratio;
|
||
|
|
||
|
_startCameraX = _camera.x;
|
||
|
_startCameraY = _camera.y;
|
||
|
|
||
|
_startTouchX0 = x0;
|
||
|
_startTouchY0 = y0;
|
||
|
_startTouchX1 = x1;
|
||
|
_startTouchY1 = y1;
|
||
|
|
||
|
_startTouchAngle = Math.atan2(
|
||
|
_startTouchY1 - _startTouchY0,
|
||
|
_startTouchX1 - _startTouchX0
|
||
|
);
|
||
|
_startTouchDistance = Math.sqrt(
|
||
|
Math.pow(_startTouchY1 - _startTouchY0, 2) +
|
||
|
Math.pow(_startTouchX1 - _startTouchX0, 2)
|
||
|
);
|
||
|
|
||
|
e.preventDefault();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'touchend', 'touchcancel' and 'touchleave'
|
||
|
* event. It will update the touch mode if there are still at least one
|
||
|
* finger, and stop dragging else.
|
||
|
*
|
||
|
* @param {event} e A touch event.
|
||
|
*/
|
||
|
function _handleLeave(e) {
|
||
|
if (_settings('touchEnabled')) {
|
||
|
_downTouches = e.touches;
|
||
|
var inertiaRatio = _settings('touchInertiaRatio');
|
||
|
|
||
|
if (_movingTimeoutId) {
|
||
|
_isMoving = false;
|
||
|
clearTimeout(_movingTimeoutId);
|
||
|
}
|
||
|
|
||
|
switch (_touchMode) {
|
||
|
case 2:
|
||
|
if (e.touches.length === 1) {
|
||
|
_handleStart(e);
|
||
|
|
||
|
e.preventDefault();
|
||
|
break;
|
||
|
}
|
||
|
/* falls through */
|
||
|
case 1:
|
||
|
_camera.isMoving = false;
|
||
|
_self.dispatchEvent('stopDrag');
|
||
|
|
||
|
if (_isMoving) {
|
||
|
_doubleTap = false;
|
||
|
sigma.misc.animation.camera(
|
||
|
_camera,
|
||
|
{
|
||
|
x: _camera.x +
|
||
|
inertiaRatio * (_camera.x - _lastCameraX),
|
||
|
y: _camera.y +
|
||
|
inertiaRatio * (_camera.y - _lastCameraY)
|
||
|
},
|
||
|
{
|
||
|
easing: 'quadraticOut',
|
||
|
duration: _settings('touchInertiaDuration')
|
||
|
}
|
||
|
);
|
||
|
}
|
||
|
|
||
|
_isMoving = false;
|
||
|
_touchMode = 0;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the 'touchmove' event. It will effectively drag
|
||
|
* the graph, and eventually zooms and turn it if the user is using two
|
||
|
* fingers.
|
||
|
*
|
||
|
* @param {event} e A touch event.
|
||
|
*/
|
||
|
function _handleMove(e) {
|
||
|
if (!_doubleTap && _settings('touchEnabled')) {
|
||
|
var x0,
|
||
|
x1,
|
||
|
y0,
|
||
|
y1,
|
||
|
cos,
|
||
|
sin,
|
||
|
end,
|
||
|
pos0,
|
||
|
pos1,
|
||
|
diff,
|
||
|
start,
|
||
|
dAngle,
|
||
|
dRatio,
|
||
|
newStageX,
|
||
|
newStageY,
|
||
|
newStageRatio,
|
||
|
newStageAngle;
|
||
|
|
||
|
_downTouches = e.touches;
|
||
|
_isMoving = true;
|
||
|
|
||
|
if (_movingTimeoutId)
|
||
|
clearTimeout(_movingTimeoutId);
|
||
|
|
||
|
_movingTimeoutId = setTimeout(function() {
|
||
|
_isMoving = false;
|
||
|
}, _settings('dragTimeout'));
|
||
|
|
||
|
switch (_touchMode) {
|
||
|
case 1:
|
||
|
pos0 = position(_downTouches[0]);
|
||
|
x0 = pos0.x;
|
||
|
y0 = pos0.y;
|
||
|
|
||
|
diff = _camera.cameraPosition(
|
||
|
x0 - _startTouchX0,
|
||
|
y0 - _startTouchY0,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
newStageX = _startCameraX - diff.x;
|
||
|
newStageY = _startCameraY - diff.y;
|
||
|
|
||
|
if (newStageX !== _camera.x || newStageY !== _camera.y) {
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
|
||
|
_camera.goTo({
|
||
|
x: newStageX,
|
||
|
y: newStageY
|
||
|
});
|
||
|
|
||
|
_self.dispatchEvent('mousemove', {
|
||
|
x: pos0.x - sigma.utils.getWidth(e) / 2,
|
||
|
y: pos0.y - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
|
||
|
_self.dispatchEvent('drag');
|
||
|
}
|
||
|
break;
|
||
|
case 2:
|
||
|
pos0 = position(_downTouches[0]);
|
||
|
pos1 = position(_downTouches[1]);
|
||
|
x0 = pos0.x;
|
||
|
y0 = pos0.y;
|
||
|
x1 = pos1.x;
|
||
|
y1 = pos1.y;
|
||
|
|
||
|
start = _camera.cameraPosition(
|
||
|
(_startTouchX0 + _startTouchX1) / 2 -
|
||
|
sigma.utils.getWidth(e) / 2,
|
||
|
(_startTouchY0 + _startTouchY1) / 2 -
|
||
|
sigma.utils.getHeight(e) / 2,
|
||
|
true
|
||
|
);
|
||
|
end = _camera.cameraPosition(
|
||
|
(x0 + x1) / 2 - sigma.utils.getWidth(e) / 2,
|
||
|
(y0 + y1) / 2 - sigma.utils.getHeight(e) / 2,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
dAngle = Math.atan2(y1 - y0, x1 - x0) - _startTouchAngle;
|
||
|
dRatio = Math.sqrt(
|
||
|
Math.pow(y1 - y0, 2) + Math.pow(x1 - x0, 2)
|
||
|
) / _startTouchDistance;
|
||
|
|
||
|
// Translation:
|
||
|
x0 = start.x;
|
||
|
y0 = start.y;
|
||
|
|
||
|
// Homothetic transformation:
|
||
|
newStageRatio = _startCameraRatio / dRatio;
|
||
|
x0 = x0 * dRatio;
|
||
|
y0 = y0 * dRatio;
|
||
|
|
||
|
// Rotation:
|
||
|
newStageAngle = _startCameraAngle - dAngle;
|
||
|
cos = Math.cos(-dAngle);
|
||
|
sin = Math.sin(-dAngle);
|
||
|
x1 = x0 * cos + y0 * sin;
|
||
|
y1 = y0 * cos - x0 * sin;
|
||
|
x0 = x1;
|
||
|
y0 = y1;
|
||
|
|
||
|
// Finalize:
|
||
|
newStageX = x0 - end.x + _startCameraX;
|
||
|
newStageY = y0 - end.y + _startCameraY;
|
||
|
|
||
|
if (
|
||
|
newStageRatio !== _camera.ratio ||
|
||
|
newStageAngle !== _camera.angle ||
|
||
|
newStageX !== _camera.x ||
|
||
|
newStageY !== _camera.y
|
||
|
) {
|
||
|
_lastCameraX = _camera.x;
|
||
|
_lastCameraY = _camera.y;
|
||
|
_lastCameraAngle = _camera.angle;
|
||
|
_lastCameraRatio = _camera.ratio;
|
||
|
|
||
|
_camera.goTo({
|
||
|
x: newStageX,
|
||
|
y: newStageY,
|
||
|
angle: newStageAngle,
|
||
|
ratio: newStageRatio
|
||
|
});
|
||
|
|
||
|
_self.dispatchEvent('drag');
|
||
|
}
|
||
|
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
e.preventDefault();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* The handler listening to the double tap custom event. It will
|
||
|
* basically zoom into the graph.
|
||
|
*
|
||
|
* @param {event} e A touch event.
|
||
|
*/
|
||
|
function _doubleTapHandler(e) {
|
||
|
var pos,
|
||
|
ratio,
|
||
|
animation;
|
||
|
|
||
|
if (e.touches && e.touches.length === 1 && _settings('touchEnabled')) {
|
||
|
_doubleTap = true;
|
||
|
|
||
|
ratio = 1 / _settings('doubleClickZoomingRatio');
|
||
|
|
||
|
pos = position(e.touches[0]);
|
||
|
_self.dispatchEvent('doubleclick', {
|
||
|
x: pos.x - sigma.utils.getWidth(e) / 2,
|
||
|
y: pos.y - sigma.utils.getHeight(e) / 2,
|
||
|
clientX: e.clientX,
|
||
|
clientY: e.clientY,
|
||
|
ctrlKey: e.ctrlKey,
|
||
|
metaKey: e.metaKey,
|
||
|
altKey: e.altKey,
|
||
|
shiftKey: e.shiftKey
|
||
|
});
|
||
|
|
||
|
if (_settings('doubleClickEnabled')) {
|
||
|
pos = _camera.cameraPosition(
|
||
|
pos.x - sigma.utils.getWidth(e) / 2,
|
||
|
pos.y - sigma.utils.getHeight(e) / 2,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
animation = {
|
||
|
duration: _settings('doubleClickZoomDuration'),
|
||
|
onComplete: function() {
|
||
|
_doubleTap = false;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
sigma.utils.zoomTo(_camera, pos.x, pos.y, ratio, animation);
|
||
|
}
|
||
|
|
||
|
if (e.preventDefault)
|
||
|
e.preventDefault();
|
||
|
else
|
||
|
e.returnValue = false;
|
||
|
|
||
|
e.stopPropagation();
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
if (typeof conrad === 'undefined')
|
||
|
throw 'conrad is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.renderers');
|
||
|
|
||
|
/**
|
||
|
* This function is the constructor of the canvas sigma's renderer.
|
||
|
*
|
||
|
* @param {sigma.classes.graph} graph The graph to render.
|
||
|
* @param {sigma.classes.camera} camera The camera.
|
||
|
* @param {configurable} settings The sigma instance settings
|
||
|
* function.
|
||
|
* @param {object} object The options object.
|
||
|
* @return {sigma.renderers.canvas} The renderer instance.
|
||
|
*/
|
||
|
sigma.renderers.canvas = function(graph, camera, settings, options) {
|
||
|
if (typeof options !== 'object')
|
||
|
throw 'sigma.renderers.canvas: Wrong arguments.';
|
||
|
|
||
|
if (!(options.container instanceof HTMLElement))
|
||
|
throw 'Container not found.';
|
||
|
|
||
|
var k,
|
||
|
i,
|
||
|
l,
|
||
|
a,
|
||
|
fn,
|
||
|
self = this;
|
||
|
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
// Initialize main attributes:
|
||
|
Object.defineProperty(this, 'conradId', {
|
||
|
value: sigma.utils.id()
|
||
|
});
|
||
|
this.graph = graph;
|
||
|
this.camera = camera;
|
||
|
this.contexts = {};
|
||
|
this.domElements = {};
|
||
|
this.options = options;
|
||
|
this.container = this.options.container;
|
||
|
this.settings = (
|
||
|
typeof options.settings === 'object' &&
|
||
|
options.settings
|
||
|
) ?
|
||
|
settings.embedObjects(options.settings) :
|
||
|
settings;
|
||
|
|
||
|
// Node indexes:
|
||
|
this.nodesOnScreen = [];
|
||
|
this.edgesOnScreen = [];
|
||
|
|
||
|
// Conrad related attributes:
|
||
|
this.jobs = {};
|
||
|
|
||
|
// Find the prefix:
|
||
|
this.options.prefix = 'renderer' + this.conradId + ':';
|
||
|
|
||
|
// Initialize the DOM elements:
|
||
|
if (
|
||
|
!this.settings('batchEdgesDrawing')
|
||
|
) {
|
||
|
this.initDOM('canvas', 'scene');
|
||
|
this.contexts.edges = this.contexts.scene;
|
||
|
this.contexts.nodes = this.contexts.scene;
|
||
|
this.contexts.labels = this.contexts.scene;
|
||
|
} else {
|
||
|
this.initDOM('canvas', 'edges');
|
||
|
this.initDOM('canvas', 'scene');
|
||
|
this.contexts.nodes = this.contexts.scene;
|
||
|
this.contexts.labels = this.contexts.scene;
|
||
|
}
|
||
|
|
||
|
this.initDOM('canvas', 'mouse');
|
||
|
this.contexts.hover = this.contexts.mouse;
|
||
|
|
||
|
// Initialize captors:
|
||
|
this.captors = [];
|
||
|
a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
|
||
|
for (i = 0, l = a.length; i < l; i++) {
|
||
|
fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
|
||
|
this.captors.push(
|
||
|
new fn(
|
||
|
this.domElements.mouse,
|
||
|
this.camera,
|
||
|
this.settings
|
||
|
)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Deal with sigma events:
|
||
|
sigma.misc.bindEvents.call(this, this.options.prefix);
|
||
|
sigma.misc.drawHovers.call(this, this.options.prefix);
|
||
|
|
||
|
this.resize(false);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method renders the graph on the canvases.
|
||
|
*
|
||
|
* @param {?object} options Eventually an object of options.
|
||
|
* @return {sigma.renderers.canvas} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.canvas.prototype.render = function(options) {
|
||
|
options = options || {};
|
||
|
|
||
|
var a,
|
||
|
i,
|
||
|
k,
|
||
|
l,
|
||
|
o,
|
||
|
id,
|
||
|
end,
|
||
|
job,
|
||
|
start,
|
||
|
edges,
|
||
|
renderers,
|
||
|
rendererType,
|
||
|
batchSize,
|
||
|
tempGCO,
|
||
|
index = {},
|
||
|
graph = this.graph,
|
||
|
nodes = this.graph.nodes,
|
||
|
prefix = this.options.prefix || '',
|
||
|
drawEdges = this.settings(options, 'drawEdges'),
|
||
|
drawNodes = this.settings(options, 'drawNodes'),
|
||
|
drawLabels = this.settings(options, 'drawLabels'),
|
||
|
drawEdgeLabels = this.settings(options, 'drawEdgeLabels'),
|
||
|
embedSettings = this.settings.embedObjects(options, {
|
||
|
prefix: this.options.prefix
|
||
|
});
|
||
|
|
||
|
// Call the resize function:
|
||
|
this.resize(false);
|
||
|
|
||
|
// Check the 'hideEdgesOnMove' setting:
|
||
|
if (this.settings(options, 'hideEdgesOnMove'))
|
||
|
if (this.camera.isAnimated || this.camera.isMoving)
|
||
|
drawEdges = false;
|
||
|
|
||
|
// Apply the camera's view:
|
||
|
this.camera.applyView(
|
||
|
undefined,
|
||
|
this.options.prefix,
|
||
|
{
|
||
|
width: this.width,
|
||
|
height: this.height
|
||
|
}
|
||
|
);
|
||
|
|
||
|
// Clear canvases:
|
||
|
this.clear();
|
||
|
|
||
|
// Kill running jobs:
|
||
|
for (k in this.jobs)
|
||
|
if (conrad.hasJob(k))
|
||
|
conrad.killJob(k);
|
||
|
|
||
|
// Find which nodes are on screen:
|
||
|
this.edgesOnScreen = [];
|
||
|
this.nodesOnScreen = this.camera.quadtree.area(
|
||
|
this.camera.getRectangle(this.width, this.height)
|
||
|
);
|
||
|
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
index[a[i].id] = a[i];
|
||
|
|
||
|
// Draw edges:
|
||
|
// - If settings('batchEdgesDrawing') is true, the edges are displayed per
|
||
|
// batches. If not, they are drawn in one frame.
|
||
|
if (drawEdges) {
|
||
|
// First, let's identify which edges to draw. To do this, we just keep
|
||
|
// every edges that have at least one extremity displayed according to
|
||
|
// the quadtree and the "hidden" attribute. We also do not keep hidden
|
||
|
// edges.
|
||
|
for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
|
||
|
o = a[i];
|
||
|
if (
|
||
|
(index[o.source] || index[o.target]) &&
|
||
|
(!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden)
|
||
|
)
|
||
|
this.edgesOnScreen.push(o);
|
||
|
}
|
||
|
|
||
|
// If the "batchEdgesDrawing" settings is true, edges are batched:
|
||
|
if (this.settings(options, 'batchEdgesDrawing')) {
|
||
|
id = 'edges_' + this.conradId;
|
||
|
batchSize = embedSettings('canvasEdgesBatchSize');
|
||
|
|
||
|
edges = this.edgesOnScreen;
|
||
|
l = edges.length;
|
||
|
|
||
|
start = 0;
|
||
|
end = Math.min(edges.length, start + batchSize);
|
||
|
|
||
|
job = function() {
|
||
|
tempGCO = this.contexts.edges.globalCompositeOperation;
|
||
|
this.contexts.edges.globalCompositeOperation = 'destination-over';
|
||
|
|
||
|
renderers = sigma.canvas.edges;
|
||
|
for (i = start; i < end; i++) {
|
||
|
o = edges[i];
|
||
|
(renderers[
|
||
|
o.type || this.settings(options, 'defaultEdgeType')
|
||
|
] || renderers.def)(
|
||
|
o,
|
||
|
graph.nodes(o.source),
|
||
|
graph.nodes(o.target),
|
||
|
this.contexts.edges,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Draw edge labels:
|
||
|
if (drawEdgeLabels) {
|
||
|
renderers = sigma.canvas.edges.labels;
|
||
|
for (i = start; i < end; i++) {
|
||
|
o = edges[i];
|
||
|
if (!o.hidden)
|
||
|
(renderers[
|
||
|
o.type || this.settings(options, 'defaultEdgeType')
|
||
|
] || renderers.def)(
|
||
|
o,
|
||
|
graph.nodes(o.source),
|
||
|
graph.nodes(o.target),
|
||
|
this.contexts.labels,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Restore original globalCompositeOperation:
|
||
|
this.contexts.edges.globalCompositeOperation = tempGCO;
|
||
|
|
||
|
// Catch job's end:
|
||
|
if (end === edges.length) {
|
||
|
delete this.jobs[id];
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
start = end + 1;
|
||
|
end = Math.min(edges.length, start + batchSize);
|
||
|
return true;
|
||
|
};
|
||
|
|
||
|
this.jobs[id] = job;
|
||
|
conrad.addJob(id, job.bind(this));
|
||
|
|
||
|
// If not, they are drawn in one frame:
|
||
|
} else {
|
||
|
renderers = sigma.canvas.edges;
|
||
|
for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
|
||
|
o = a[i];
|
||
|
(renderers[
|
||
|
o.type || this.settings(options, 'defaultEdgeType')
|
||
|
] || renderers.def)(
|
||
|
o,
|
||
|
graph.nodes(o.source),
|
||
|
graph.nodes(o.target),
|
||
|
this.contexts.edges,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Draw edge labels:
|
||
|
// - No batching
|
||
|
if (drawEdgeLabels) {
|
||
|
renderers = sigma.canvas.edges.labels;
|
||
|
for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
if (!a[i].hidden)
|
||
|
(renderers[
|
||
|
a[i].type || this.settings(options, 'defaultEdgeType')
|
||
|
] || renderers.def)(
|
||
|
a[i],
|
||
|
graph.nodes(a[i].source),
|
||
|
graph.nodes(a[i].target),
|
||
|
this.contexts.labels,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Draw nodes:
|
||
|
// - No batching
|
||
|
if (drawNodes) {
|
||
|
renderers = sigma.canvas.nodes;
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
if (!a[i].hidden)
|
||
|
(renderers[
|
||
|
a[i].type || this.settings(options, 'defaultNodeType')
|
||
|
] || renderers.def)(
|
||
|
a[i],
|
||
|
this.contexts.nodes,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Draw labels:
|
||
|
// - No batching
|
||
|
if (drawLabels) {
|
||
|
renderers = sigma.canvas.labels;
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
if (!a[i].hidden)
|
||
|
(renderers[
|
||
|
a[i].type || this.settings(options, 'defaultNodeType')
|
||
|
] || renderers.def)(
|
||
|
a[i],
|
||
|
this.contexts.labels,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
this.dispatchEvent('render');
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method creates a DOM element of the specified type, switches its
|
||
|
* position to "absolute", references it to the domElements attribute, and
|
||
|
* finally appends it to the container.
|
||
|
*
|
||
|
* @param {string} tag The label tag.
|
||
|
* @param {string} id The id of the element (to store it in "domElements").
|
||
|
*/
|
||
|
sigma.renderers.canvas.prototype.initDOM = function(tag, id) {
|
||
|
var dom = document.createElement(tag);
|
||
|
|
||
|
dom.style.position = 'absolute';
|
||
|
dom.setAttribute('class', 'sigma-' + id);
|
||
|
|
||
|
this.domElements[id] = dom;
|
||
|
this.container.appendChild(dom);
|
||
|
|
||
|
if (tag.toLowerCase() === 'canvas')
|
||
|
this.contexts[id] = dom.getContext('2d');
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method resizes each DOM elements in the container and stores the new
|
||
|
* dimensions. Then, it renders the graph.
|
||
|
*
|
||
|
* @param {?number} width The new width of the container.
|
||
|
* @param {?number} height The new height of the container.
|
||
|
* @return {sigma.renderers.canvas} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.canvas.prototype.resize = function(w, h) {
|
||
|
var k,
|
||
|
oldWidth = this.width,
|
||
|
oldHeight = this.height,
|
||
|
pixelRatio = 1;
|
||
|
// TODO:
|
||
|
// *****
|
||
|
// This pixelRatio is the solution to display with the good definition
|
||
|
// on canvases on Retina displays (ie oversampling). Unfortunately, it
|
||
|
// has a huge performance cost...
|
||
|
// > pixelRatio = window.devicePixelRatio || 1;
|
||
|
|
||
|
if (w !== undefined && h !== undefined) {
|
||
|
this.width = w;
|
||
|
this.height = h;
|
||
|
} else {
|
||
|
this.width = this.container.offsetWidth;
|
||
|
this.height = this.container.offsetHeight;
|
||
|
|
||
|
w = this.width;
|
||
|
h = this.height;
|
||
|
}
|
||
|
|
||
|
if (oldWidth !== this.width || oldHeight !== this.height) {
|
||
|
for (k in this.domElements) {
|
||
|
this.domElements[k].style.width = w + 'px';
|
||
|
this.domElements[k].style.height = h + 'px';
|
||
|
|
||
|
if (this.domElements[k].tagName.toLowerCase() === 'canvas') {
|
||
|
this.domElements[k].setAttribute('width', (w * pixelRatio) + 'px');
|
||
|
this.domElements[k].setAttribute('height', (h * pixelRatio) + 'px');
|
||
|
|
||
|
if (pixelRatio !== 1)
|
||
|
this.contexts[k].scale(pixelRatio, pixelRatio);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method clears each canvas.
|
||
|
*
|
||
|
* @return {sigma.renderers.canvas} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.canvas.prototype.clear = function() {
|
||
|
var k;
|
||
|
|
||
|
for (k in this.domElements)
|
||
|
if (this.domElements[k].tagName === 'CANVAS')
|
||
|
this.domElements[k].width = this.domElements[k].width;
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method kills contexts and other attributes.
|
||
|
*/
|
||
|
sigma.renderers.canvas.prototype.kill = function() {
|
||
|
var k,
|
||
|
captor;
|
||
|
|
||
|
// Kill captors:
|
||
|
while ((captor = this.captors.pop()))
|
||
|
captor.kill();
|
||
|
delete this.captors;
|
||
|
|
||
|
// Kill contexts:
|
||
|
for (k in this.domElements) {
|
||
|
this.domElements[k].parentNode.removeChild(this.domElements[k]);
|
||
|
delete this.domElements[k];
|
||
|
delete this.contexts[k];
|
||
|
}
|
||
|
delete this.domElements;
|
||
|
delete this.contexts;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The labels, nodes and edges renderers are stored in the three following
|
||
|
* objects. When an element is drawn, its type will be checked and if a
|
||
|
* renderer with the same name exists, it will be used. If not found, the
|
||
|
* default renderer will be used instead.
|
||
|
*
|
||
|
* They are stored in different files, in the "./canvas" folder.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.canvas.nodes');
|
||
|
sigma.utils.pkg('sigma.canvas.edges');
|
||
|
sigma.utils.pkg('sigma.canvas.labels');
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.renderers');
|
||
|
|
||
|
/**
|
||
|
* This function is the constructor of the canvas sigma's renderer.
|
||
|
*
|
||
|
* @param {sigma.classes.graph} graph The graph to render.
|
||
|
* @param {sigma.classes.camera} camera The camera.
|
||
|
* @param {configurable} settings The sigma instance settings
|
||
|
* function.
|
||
|
* @param {object} object The options object.
|
||
|
* @return {sigma.renderers.canvas} The renderer instance.
|
||
|
*/
|
||
|
sigma.renderers.webgl = function(graph, camera, settings, options) {
|
||
|
if (typeof options !== 'object')
|
||
|
throw 'sigma.renderers.webgl: Wrong arguments.';
|
||
|
|
||
|
if (!(options.container instanceof HTMLElement))
|
||
|
throw 'Container not found.';
|
||
|
|
||
|
var k,
|
||
|
i,
|
||
|
l,
|
||
|
a,
|
||
|
fn,
|
||
|
_self = this;
|
||
|
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
// Conrad related attributes:
|
||
|
this.jobs = {};
|
||
|
|
||
|
Object.defineProperty(this, 'conradId', {
|
||
|
value: sigma.utils.id()
|
||
|
});
|
||
|
|
||
|
// Initialize main attributes:
|
||
|
this.graph = graph;
|
||
|
this.camera = camera;
|
||
|
this.contexts = {};
|
||
|
this.domElements = {};
|
||
|
this.options = options;
|
||
|
this.container = this.options.container;
|
||
|
this.settings = (
|
||
|
typeof options.settings === 'object' &&
|
||
|
options.settings
|
||
|
) ?
|
||
|
settings.embedObjects(options.settings) :
|
||
|
settings;
|
||
|
|
||
|
// Find the prefix:
|
||
|
this.options.prefix = this.camera.readPrefix;
|
||
|
|
||
|
// Initialize programs hash
|
||
|
Object.defineProperty(this, 'nodePrograms', {
|
||
|
value: {}
|
||
|
});
|
||
|
Object.defineProperty(this, 'edgePrograms', {
|
||
|
value: {}
|
||
|
});
|
||
|
Object.defineProperty(this, 'nodeFloatArrays', {
|
||
|
value: {}
|
||
|
});
|
||
|
Object.defineProperty(this, 'edgeFloatArrays', {
|
||
|
value: {}
|
||
|
});
|
||
|
|
||
|
// Initialize the DOM elements:
|
||
|
if (this.settings(options, 'batchEdgesDrawing')) {
|
||
|
this.initDOM('canvas', 'edges', true);
|
||
|
this.initDOM('canvas', 'nodes', true);
|
||
|
} else {
|
||
|
this.initDOM('canvas', 'scene', true);
|
||
|
this.contexts.nodes = this.contexts.scene;
|
||
|
this.contexts.edges = this.contexts.scene;
|
||
|
}
|
||
|
|
||
|
this.initDOM('canvas', 'labels');
|
||
|
this.initDOM('canvas', 'mouse');
|
||
|
this.contexts.hover = this.contexts.mouse;
|
||
|
|
||
|
// Initialize captors:
|
||
|
this.captors = [];
|
||
|
a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
|
||
|
for (i = 0, l = a.length; i < l; i++) {
|
||
|
fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
|
||
|
this.captors.push(
|
||
|
new fn(
|
||
|
this.domElements.mouse,
|
||
|
this.camera,
|
||
|
this.settings
|
||
|
)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Deal with sigma events:
|
||
|
sigma.misc.bindEvents.call(this, this.camera.prefix);
|
||
|
sigma.misc.drawHovers.call(this, this.camera.prefix);
|
||
|
|
||
|
this.resize();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method will generate the nodes and edges float arrays. This step is
|
||
|
* separated from the "render" method, because to keep WebGL efficient, since
|
||
|
* all the camera and middlewares are modelised as matrices and they do not
|
||
|
* require the float arrays to be regenerated.
|
||
|
*
|
||
|
* Basically, when the user moves the camera or applies some specific linear
|
||
|
* transformations, this process step will be skipped, and the "render"
|
||
|
* method will efficiently refresh the rendering.
|
||
|
*
|
||
|
* And when the user modifies the graph colors or positions (applying a new
|
||
|
* layout or filtering the colors, for instance), this "process" step will be
|
||
|
* required to regenerate the float arrays.
|
||
|
*
|
||
|
* @return {sigma.renderers.webgl} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.process = function() {
|
||
|
var a,
|
||
|
i,
|
||
|
l,
|
||
|
k,
|
||
|
type,
|
||
|
renderer,
|
||
|
graph = this.graph,
|
||
|
options = sigma.utils.extend(options, this.options);
|
||
|
|
||
|
// Empty float arrays:
|
||
|
for (k in this.nodeFloatArrays)
|
||
|
delete this.nodeFloatArrays[k];
|
||
|
|
||
|
for (k in this.edgeFloatArrays)
|
||
|
delete this.edgeFloatArrays[k];
|
||
|
|
||
|
// Sort edges and nodes per types:
|
||
|
for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
|
||
|
type = a[i].type || this.settings(options, 'defaultEdgeType');
|
||
|
k = (type && sigma.webgl.edges[type]) ? type : 'def';
|
||
|
|
||
|
if (!this.edgeFloatArrays[k])
|
||
|
this.edgeFloatArrays[k] = {
|
||
|
edges: []
|
||
|
};
|
||
|
|
||
|
this.edgeFloatArrays[k].edges.push(a[i]);
|
||
|
}
|
||
|
|
||
|
for (a = graph.nodes(), i = 0, l = a.length; i < l; i++) {
|
||
|
type = a[i].type || this.settings(options, 'defaultNodeType');
|
||
|
k = (type && sigma.webgl.nodes[type]) ? type : 'def';
|
||
|
|
||
|
if (!this.nodeFloatArrays[k])
|
||
|
this.nodeFloatArrays[k] = {
|
||
|
nodes: []
|
||
|
};
|
||
|
|
||
|
this.nodeFloatArrays[k].nodes.push(a[i]);
|
||
|
}
|
||
|
|
||
|
// Push edges:
|
||
|
for (k in this.edgeFloatArrays) {
|
||
|
renderer = sigma.webgl.edges[k];
|
||
|
|
||
|
for (a = this.edgeFloatArrays[k].edges, i = 0, l = a.length; i < l; i++) {
|
||
|
if (!this.edgeFloatArrays[k].array)
|
||
|
this.edgeFloatArrays[k].array = new Float32Array(
|
||
|
a.length * renderer.POINTS * renderer.ATTRIBUTES
|
||
|
);
|
||
|
|
||
|
// Just check that the edge and both its extremities are visible:
|
||
|
if (
|
||
|
!a[i].hidden &&
|
||
|
!graph.nodes(a[i].source).hidden &&
|
||
|
!graph.nodes(a[i].target).hidden
|
||
|
)
|
||
|
renderer.addEdge(
|
||
|
a[i],
|
||
|
graph.nodes(a[i].source),
|
||
|
graph.nodes(a[i].target),
|
||
|
this.edgeFloatArrays[k].array,
|
||
|
i * renderer.POINTS * renderer.ATTRIBUTES,
|
||
|
options.prefix,
|
||
|
this.settings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Push nodes:
|
||
|
for (k in this.nodeFloatArrays) {
|
||
|
renderer = sigma.webgl.nodes[k];
|
||
|
|
||
|
for (a = this.nodeFloatArrays[k].nodes, i = 0, l = a.length; i < l; i++) {
|
||
|
if (!this.nodeFloatArrays[k].array)
|
||
|
this.nodeFloatArrays[k].array = new Float32Array(
|
||
|
a.length * renderer.POINTS * renderer.ATTRIBUTES
|
||
|
);
|
||
|
|
||
|
// Just check that the edge and both its extremities are visible:
|
||
|
if (
|
||
|
!a[i].hidden
|
||
|
)
|
||
|
renderer.addNode(
|
||
|
a[i],
|
||
|
this.nodeFloatArrays[k].array,
|
||
|
i * renderer.POINTS * renderer.ATTRIBUTES,
|
||
|
options.prefix,
|
||
|
this.settings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method renders the graph. It basically calls each program (and
|
||
|
* generate them if they do not exist yet) to render nodes and edges, batched
|
||
|
* per renderer.
|
||
|
*
|
||
|
* As in the canvas renderer, it is possible to display edges, nodes and / or
|
||
|
* labels in batches, to make the whole thing way more scalable.
|
||
|
*
|
||
|
* @param {?object} params Eventually an object of options.
|
||
|
* @return {sigma.renderers.webgl} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.render = function(params) {
|
||
|
var a,
|
||
|
i,
|
||
|
l,
|
||
|
k,
|
||
|
o,
|
||
|
program,
|
||
|
renderer,
|
||
|
self = this,
|
||
|
graph = this.graph,
|
||
|
nodesGl = this.contexts.nodes,
|
||
|
edgesGl = this.contexts.edges,
|
||
|
matrix = this.camera.getMatrix(),
|
||
|
options = sigma.utils.extend(params, this.options),
|
||
|
drawLabels = this.settings(options, 'drawLabels'),
|
||
|
drawEdges = this.settings(options, 'drawEdges'),
|
||
|
drawNodes = this.settings(options, 'drawNodes');
|
||
|
|
||
|
// Call the resize function:
|
||
|
this.resize(false);
|
||
|
|
||
|
// Check the 'hideEdgesOnMove' setting:
|
||
|
if (this.settings(options, 'hideEdgesOnMove'))
|
||
|
if (this.camera.isAnimated || this.camera.isMoving)
|
||
|
drawEdges = false;
|
||
|
|
||
|
// Clear canvases:
|
||
|
this.clear();
|
||
|
|
||
|
// Translate matrix to [width/2, height/2]:
|
||
|
matrix = sigma.utils.matrices.multiply(
|
||
|
matrix,
|
||
|
sigma.utils.matrices.translation(this.width / 2, this.height / 2)
|
||
|
);
|
||
|
|
||
|
// Kill running jobs:
|
||
|
for (k in this.jobs)
|
||
|
if (conrad.hasJob(k))
|
||
|
conrad.killJob(k);
|
||
|
|
||
|
if (drawEdges) {
|
||
|
if (this.settings(options, 'batchEdgesDrawing'))
|
||
|
(function() {
|
||
|
var a,
|
||
|
k,
|
||
|
i,
|
||
|
id,
|
||
|
job,
|
||
|
arr,
|
||
|
end,
|
||
|
start,
|
||
|
renderer,
|
||
|
batchSize,
|
||
|
currentProgram;
|
||
|
|
||
|
id = 'edges_' + this.conradId;
|
||
|
batchSize = this.settings(options, 'webglEdgesBatchSize');
|
||
|
a = Object.keys(this.edgeFloatArrays);
|
||
|
|
||
|
if (!a.length)
|
||
|
return;
|
||
|
i = 0;
|
||
|
renderer = sigma.webgl.edges[a[i]];
|
||
|
arr = this.edgeFloatArrays[a[i]].array;
|
||
|
start = 0;
|
||
|
end = Math.min(
|
||
|
start + batchSize * renderer.POINTS,
|
||
|
arr.length / renderer.ATTRIBUTES
|
||
|
);
|
||
|
|
||
|
job = function() {
|
||
|
// Check program:
|
||
|
if (!this.edgePrograms[a[i]])
|
||
|
this.edgePrograms[a[i]] = renderer.initProgram(edgesGl);
|
||
|
|
||
|
if (start < end) {
|
||
|
edgesGl.useProgram(this.edgePrograms[a[i]]);
|
||
|
renderer.render(
|
||
|
edgesGl,
|
||
|
this.edgePrograms[a[i]],
|
||
|
arr,
|
||
|
{
|
||
|
settings: this.settings,
|
||
|
matrix: matrix,
|
||
|
width: this.width,
|
||
|
height: this.height,
|
||
|
ratio: this.camera.ratio,
|
||
|
scalingRatio: this.settings(
|
||
|
options,
|
||
|
'webglOversamplingRatio'
|
||
|
),
|
||
|
start: start,
|
||
|
count: end - start
|
||
|
}
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Catch job's end:
|
||
|
if (
|
||
|
end >= arr.length / renderer.ATTRIBUTES &&
|
||
|
i === a.length - 1
|
||
|
) {
|
||
|
delete this.jobs[id];
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
if (end >= arr.length / renderer.ATTRIBUTES) {
|
||
|
i++;
|
||
|
arr = this.edgeFloatArrays[a[i]].array;
|
||
|
renderer = sigma.webgl.edges[a[i]];
|
||
|
start = 0;
|
||
|
end = Math.min(
|
||
|
start + batchSize * renderer.POINTS,
|
||
|
arr.length / renderer.ATTRIBUTES
|
||
|
);
|
||
|
} else {
|
||
|
start = end;
|
||
|
end = Math.min(
|
||
|
start + batchSize * renderer.POINTS,
|
||
|
arr.length / renderer.ATTRIBUTES
|
||
|
);
|
||
|
}
|
||
|
|
||
|
return true;
|
||
|
};
|
||
|
|
||
|
this.jobs[id] = job;
|
||
|
conrad.addJob(id, job.bind(this));
|
||
|
}).call(this);
|
||
|
else {
|
||
|
for (k in this.edgeFloatArrays) {
|
||
|
renderer = sigma.webgl.edges[k];
|
||
|
|
||
|
// Check program:
|
||
|
if (!this.edgePrograms[k])
|
||
|
this.edgePrograms[k] = renderer.initProgram(edgesGl);
|
||
|
|
||
|
// Render
|
||
|
if (this.edgeFloatArrays[k]) {
|
||
|
edgesGl.useProgram(this.edgePrograms[k]);
|
||
|
renderer.render(
|
||
|
edgesGl,
|
||
|
this.edgePrograms[k],
|
||
|
this.edgeFloatArrays[k].array,
|
||
|
{
|
||
|
settings: this.settings,
|
||
|
matrix: matrix,
|
||
|
width: this.width,
|
||
|
height: this.height,
|
||
|
ratio: this.camera.ratio,
|
||
|
scalingRatio: this.settings(options, 'webglOversamplingRatio')
|
||
|
}
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (drawNodes) {
|
||
|
// Enable blending:
|
||
|
nodesGl.blendFunc(nodesGl.SRC_ALPHA, nodesGl.ONE_MINUS_SRC_ALPHA);
|
||
|
nodesGl.enable(nodesGl.BLEND);
|
||
|
|
||
|
for (k in this.nodeFloatArrays) {
|
||
|
renderer = sigma.webgl.nodes[k];
|
||
|
|
||
|
// Check program:
|
||
|
if (!this.nodePrograms[k])
|
||
|
this.nodePrograms[k] = renderer.initProgram(nodesGl);
|
||
|
|
||
|
// Render
|
||
|
if (this.nodeFloatArrays[k]) {
|
||
|
nodesGl.useProgram(this.nodePrograms[k]);
|
||
|
renderer.render(
|
||
|
nodesGl,
|
||
|
this.nodePrograms[k],
|
||
|
this.nodeFloatArrays[k].array,
|
||
|
{
|
||
|
settings: this.settings,
|
||
|
matrix: matrix,
|
||
|
width: this.width,
|
||
|
height: this.height,
|
||
|
ratio: this.camera.ratio,
|
||
|
scalingRatio: this.settings(options, 'webglOversamplingRatio')
|
||
|
}
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (drawLabels) {
|
||
|
a = this.camera.quadtree.area(
|
||
|
this.camera.getRectangle(this.width, this.height)
|
||
|
);
|
||
|
|
||
|
// Apply camera view to these nodes:
|
||
|
this.camera.applyView(
|
||
|
undefined,
|
||
|
undefined,
|
||
|
{
|
||
|
nodes: a,
|
||
|
edges: [],
|
||
|
width: this.width,
|
||
|
height: this.height
|
||
|
}
|
||
|
);
|
||
|
|
||
|
o = function(key) {
|
||
|
return self.settings({
|
||
|
prefix: self.camera.prefix
|
||
|
}, key);
|
||
|
};
|
||
|
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
if (!a[i].hidden)
|
||
|
(
|
||
|
sigma.canvas.labels[
|
||
|
a[i].type ||
|
||
|
this.settings(options, 'defaultNodeType')
|
||
|
] || sigma.canvas.labels.def
|
||
|
)(a[i], this.contexts.labels, o);
|
||
|
}
|
||
|
|
||
|
this.dispatchEvent('render');
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* This method creates a DOM element of the specified type, switches its
|
||
|
* position to "absolute", references it to the domElements attribute, and
|
||
|
* finally appends it to the container.
|
||
|
*
|
||
|
* @param {string} tag The label tag.
|
||
|
* @param {string} id The id of the element (to store it in
|
||
|
* "domElements").
|
||
|
* @param {?boolean} webgl Will init the WebGL context if true.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.initDOM = function(tag, id, webgl) {
|
||
|
var gl,
|
||
|
dom = document.createElement(tag),
|
||
|
self = this;
|
||
|
|
||
|
dom.style.position = 'absolute';
|
||
|
dom.setAttribute('class', 'sigma-' + id);
|
||
|
|
||
|
this.domElements[id] = dom;
|
||
|
this.container.appendChild(dom);
|
||
|
|
||
|
if (tag.toLowerCase() === 'canvas') {
|
||
|
this.contexts[id] = dom.getContext(webgl ? 'experimental-webgl' : '2d', {
|
||
|
preserveDrawingBuffer: true
|
||
|
});
|
||
|
|
||
|
// Adding webgl context loss listeners
|
||
|
if (webgl) {
|
||
|
dom.addEventListener('webglcontextlost', function(e) {
|
||
|
e.preventDefault();
|
||
|
}, false);
|
||
|
|
||
|
dom.addEventListener('webglcontextrestored', function(e) {
|
||
|
self.render();
|
||
|
}, false);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method resizes each DOM elements in the container and stores the new
|
||
|
* dimensions. Then, it renders the graph.
|
||
|
*
|
||
|
* @param {?number} width The new width of the container.
|
||
|
* @param {?number} height The new height of the container.
|
||
|
* @return {sigma.renderers.webgl} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.resize = function(w, h) {
|
||
|
var k,
|
||
|
oldWidth = this.width,
|
||
|
oldHeight = this.height;
|
||
|
|
||
|
if (w !== undefined && h !== undefined) {
|
||
|
this.width = w;
|
||
|
this.height = h;
|
||
|
} else {
|
||
|
this.width = this.container.offsetWidth;
|
||
|
this.height = this.container.offsetHeight;
|
||
|
|
||
|
w = this.width;
|
||
|
h = this.height;
|
||
|
}
|
||
|
|
||
|
if (oldWidth !== this.width || oldHeight !== this.height) {
|
||
|
for (k in this.domElements) {
|
||
|
this.domElements[k].style.width = w + 'px';
|
||
|
this.domElements[k].style.height = h + 'px';
|
||
|
|
||
|
if (this.domElements[k].tagName.toLowerCase() === 'canvas') {
|
||
|
// If simple 2D canvas:
|
||
|
if (this.contexts[k] && this.contexts[k].scale) {
|
||
|
this.domElements[k].setAttribute('width', w + 'px');
|
||
|
this.domElements[k].setAttribute('height', h + 'px');
|
||
|
} else {
|
||
|
this.domElements[k].setAttribute(
|
||
|
'width',
|
||
|
(w * this.settings('webglOversamplingRatio')) + 'px'
|
||
|
);
|
||
|
this.domElements[k].setAttribute(
|
||
|
'height',
|
||
|
(h * this.settings('webglOversamplingRatio')) + 'px'
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Scale:
|
||
|
for (k in this.contexts)
|
||
|
if (this.contexts[k] && this.contexts[k].viewport)
|
||
|
this.contexts[k].viewport(
|
||
|
0,
|
||
|
0,
|
||
|
this.width * this.settings('webglOversamplingRatio'),
|
||
|
this.height * this.settings('webglOversamplingRatio')
|
||
|
);
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method clears each canvas.
|
||
|
*
|
||
|
* @return {sigma.renderers.webgl} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.clear = function() {
|
||
|
var k;
|
||
|
|
||
|
for (k in this.domElements)
|
||
|
if (this.domElements[k].tagName === 'CANVAS')
|
||
|
this.domElements[k].width = this.domElements[k].width;
|
||
|
|
||
|
this.contexts.nodes.clear(this.contexts.nodes.COLOR_BUFFER_BIT);
|
||
|
this.contexts.edges.clear(this.contexts.edges.COLOR_BUFFER_BIT);
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method kills contexts and other attributes.
|
||
|
*/
|
||
|
sigma.renderers.webgl.prototype.kill = function() {
|
||
|
var k,
|
||
|
captor;
|
||
|
|
||
|
// Kill captors:
|
||
|
while ((captor = this.captors.pop()))
|
||
|
captor.kill();
|
||
|
delete this.captors;
|
||
|
|
||
|
// Kill contexts:
|
||
|
for (k in this.domElements) {
|
||
|
this.domElements[k].parentNode.removeChild(this.domElements[k]);
|
||
|
delete this.domElements[k];
|
||
|
delete this.contexts[k];
|
||
|
}
|
||
|
delete this.domElements;
|
||
|
delete this.contexts;
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The object "sigma.webgl.nodes" contains the different WebGL node
|
||
|
* renderers. The default one draw nodes as discs. Here are the attributes
|
||
|
* any node renderer must have:
|
||
|
*
|
||
|
* {number} POINTS The number of points required to draw a node.
|
||
|
* {number} ATTRIBUTES The number of attributes needed to draw one point.
|
||
|
* {function} addNode A function that adds a node to the data stack that
|
||
|
* will be given to the buffer. Here is the arguments:
|
||
|
* > {object} node
|
||
|
* > {number} index The node index in the
|
||
|
* nodes array.
|
||
|
* > {Float32Array} data The stack.
|
||
|
* > {object} options Some options.
|
||
|
* {function} render The function that will effectively render the nodes
|
||
|
* into the buffer.
|
||
|
* > {WebGLRenderingContext} gl
|
||
|
* > {WebGLProgram} program
|
||
|
* > {Float32Array} data The stack to give to the
|
||
|
* buffer.
|
||
|
* > {object} params An object containing some
|
||
|
* options, like width,
|
||
|
* height, the camera ratio.
|
||
|
* {function} initProgram The function that will initiate the program, with
|
||
|
* the relevant shaders and parameters. It must return
|
||
|
* the newly created program.
|
||
|
*
|
||
|
* Check sigma.webgl.nodes.def or sigma.webgl.nodes.fast to see how it
|
||
|
* works more precisely.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.webgl.nodes');
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The object "sigma.webgl.edges" contains the different WebGL edge
|
||
|
* renderers. The default one draw edges as direct lines. Here are the
|
||
|
* attributes any edge renderer must have:
|
||
|
*
|
||
|
* {number} POINTS The number of points required to draw an edge.
|
||
|
* {number} ATTRIBUTES The number of attributes needed to draw one point.
|
||
|
* {function} addEdge A function that adds an edge to the data stack that
|
||
|
* will be given to the buffer. Here is the arguments:
|
||
|
* > {object} edge
|
||
|
* > {object} source
|
||
|
* > {object} target
|
||
|
* > {Float32Array} data The stack.
|
||
|
* > {object} options Some options.
|
||
|
* {function} render The function that will effectively render the edges
|
||
|
* into the buffer.
|
||
|
* > {WebGLRenderingContext} gl
|
||
|
* > {WebGLProgram} program
|
||
|
* > {Float32Array} data The stack to give to the
|
||
|
* buffer.
|
||
|
* > {object} params An object containing some
|
||
|
* options, like width,
|
||
|
* height, the camera ratio.
|
||
|
* {function} initProgram The function that will initiate the program, with
|
||
|
* the relevant shaders and parameters. It must return
|
||
|
* the newly created program.
|
||
|
*
|
||
|
* Check sigma.webgl.edges.def or sigma.webgl.edges.fast to see how it
|
||
|
* works more precisely.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.webgl.edges');
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The object "sigma.canvas.labels" contains the different
|
||
|
* label renderers for the WebGL renderer. Since displaying texts in WebGL is
|
||
|
* definitely painful and since there a way less labels to display than nodes
|
||
|
* or edges, the default renderer simply renders them in a canvas.
|
||
|
*
|
||
|
* A labels renderer is a simple function, taking as arguments the related
|
||
|
* node, the renderer and a settings function.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.canvas.labels');
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
if (typeof conrad === 'undefined')
|
||
|
throw 'conrad is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.renderers');
|
||
|
|
||
|
/**
|
||
|
* This function is the constructor of the svg sigma's renderer.
|
||
|
*
|
||
|
* @param {sigma.classes.graph} graph The graph to render.
|
||
|
* @param {sigma.classes.camera} camera The camera.
|
||
|
* @param {configurable} settings The sigma instance settings
|
||
|
* function.
|
||
|
* @param {object} object The options object.
|
||
|
* @return {sigma.renderers.svg} The renderer instance.
|
||
|
*/
|
||
|
sigma.renderers.svg = function(graph, camera, settings, options) {
|
||
|
if (typeof options !== 'object')
|
||
|
throw 'sigma.renderers.svg: Wrong arguments.';
|
||
|
|
||
|
if (!(options.container instanceof HTMLElement))
|
||
|
throw 'Container not found.';
|
||
|
|
||
|
var i,
|
||
|
l,
|
||
|
a,
|
||
|
fn,
|
||
|
self = this;
|
||
|
|
||
|
sigma.classes.dispatcher.extend(this);
|
||
|
|
||
|
// Initialize main attributes:
|
||
|
this.graph = graph;
|
||
|
this.camera = camera;
|
||
|
this.domElements = {
|
||
|
graph: null,
|
||
|
groups: {},
|
||
|
nodes: {},
|
||
|
edges: {},
|
||
|
labels: {},
|
||
|
hovers: {}
|
||
|
};
|
||
|
this.measurementCanvas = null;
|
||
|
this.options = options;
|
||
|
this.container = this.options.container;
|
||
|
this.settings = (
|
||
|
typeof options.settings === 'object' &&
|
||
|
options.settings
|
||
|
) ?
|
||
|
settings.embedObjects(options.settings) :
|
||
|
settings;
|
||
|
|
||
|
// Is the renderer meant to be freestyle?
|
||
|
this.settings('freeStyle', !!this.options.freeStyle);
|
||
|
|
||
|
// SVG xmlns
|
||
|
this.settings('xmlns', 'http://www.w3.org/2000/svg');
|
||
|
|
||
|
// Indexes:
|
||
|
this.nodesOnScreen = [];
|
||
|
this.edgesOnScreen = [];
|
||
|
|
||
|
// Find the prefix:
|
||
|
this.options.prefix = 'renderer' + sigma.utils.id() + ':';
|
||
|
|
||
|
// Initialize the DOM elements
|
||
|
this.initDOM('svg');
|
||
|
|
||
|
// Initialize captors:
|
||
|
this.captors = [];
|
||
|
a = this.options.captors || [sigma.captors.mouse, sigma.captors.touch];
|
||
|
for (i = 0, l = a.length; i < l; i++) {
|
||
|
fn = typeof a[i] === 'function' ? a[i] : sigma.captors[a[i]];
|
||
|
this.captors.push(
|
||
|
new fn(
|
||
|
this.domElements.graph,
|
||
|
this.camera,
|
||
|
this.settings
|
||
|
)
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Bind resize:
|
||
|
window.addEventListener('resize', function() {
|
||
|
self.resize();
|
||
|
});
|
||
|
|
||
|
// Deal with sigma events:
|
||
|
// TODO: keep an option to override the DOM events?
|
||
|
sigma.misc.bindDOMEvents.call(this, this.domElements.graph);
|
||
|
this.bindHovers(this.options.prefix);
|
||
|
|
||
|
// Resize
|
||
|
this.resize(false);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method renders the graph on the svg scene.
|
||
|
*
|
||
|
* @param {?object} options Eventually an object of options.
|
||
|
* @return {sigma.renderers.svg} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.svg.prototype.render = function(options) {
|
||
|
options = options || {};
|
||
|
|
||
|
var a,
|
||
|
i,
|
||
|
k,
|
||
|
e,
|
||
|
l,
|
||
|
o,
|
||
|
source,
|
||
|
target,
|
||
|
start,
|
||
|
edges,
|
||
|
renderers,
|
||
|
subrenderers,
|
||
|
index = {},
|
||
|
graph = this.graph,
|
||
|
nodes = this.graph.nodes,
|
||
|
prefix = this.options.prefix || '',
|
||
|
drawEdges = this.settings(options, 'drawEdges'),
|
||
|
drawNodes = this.settings(options, 'drawNodes'),
|
||
|
drawLabels = this.settings(options, 'drawLabels'),
|
||
|
embedSettings = this.settings.embedObjects(options, {
|
||
|
prefix: this.options.prefix,
|
||
|
forceLabels: this.options.forceLabels
|
||
|
});
|
||
|
|
||
|
// Check the 'hideEdgesOnMove' setting:
|
||
|
if (this.settings(options, 'hideEdgesOnMove'))
|
||
|
if (this.camera.isAnimated || this.camera.isMoving)
|
||
|
drawEdges = false;
|
||
|
|
||
|
// Apply the camera's view:
|
||
|
this.camera.applyView(
|
||
|
undefined,
|
||
|
this.options.prefix,
|
||
|
{
|
||
|
width: this.width,
|
||
|
height: this.height
|
||
|
}
|
||
|
);
|
||
|
|
||
|
// Hiding everything
|
||
|
// TODO: find a more sensible way to perform this operation
|
||
|
this.hideDOMElements(this.domElements.nodes);
|
||
|
this.hideDOMElements(this.domElements.edges);
|
||
|
this.hideDOMElements(this.domElements.labels);
|
||
|
|
||
|
// Find which nodes are on screen
|
||
|
this.edgesOnScreen = [];
|
||
|
this.nodesOnScreen = this.camera.quadtree.area(
|
||
|
this.camera.getRectangle(this.width, this.height)
|
||
|
);
|
||
|
|
||
|
// Node index
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
index[a[i].id] = a[i];
|
||
|
|
||
|
// Find which edges are on screen
|
||
|
for (a = graph.edges(), i = 0, l = a.length; i < l; i++) {
|
||
|
o = a[i];
|
||
|
if (
|
||
|
(index[o.source] || index[o.target]) &&
|
||
|
(!o.hidden && !nodes(o.source).hidden && !nodes(o.target).hidden)
|
||
|
)
|
||
|
this.edgesOnScreen.push(o);
|
||
|
}
|
||
|
|
||
|
// Display nodes
|
||
|
//---------------
|
||
|
renderers = sigma.svg.nodes;
|
||
|
subrenderers = sigma.svg.labels;
|
||
|
|
||
|
//-- First we create the nodes which are not already created
|
||
|
if (drawNodes)
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) {
|
||
|
if (!a[i].hidden && !this.domElements.nodes[a[i].id]) {
|
||
|
|
||
|
// Node
|
||
|
e = (renderers[a[i].type] || renderers.def).create(
|
||
|
a[i],
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
this.domElements.nodes[a[i].id] = e;
|
||
|
this.domElements.groups.nodes.appendChild(e);
|
||
|
|
||
|
// Label
|
||
|
e = (subrenderers[a[i].type] || subrenderers.def).create(
|
||
|
a[i],
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
this.domElements.labels[a[i].id] = e;
|
||
|
this.domElements.groups.labels.appendChild(e);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-- Second we update the nodes
|
||
|
if (drawNodes)
|
||
|
for (a = this.nodesOnScreen, i = 0, l = a.length; i < l; i++) {
|
||
|
|
||
|
if (a[i].hidden)
|
||
|
continue;
|
||
|
|
||
|
// Node
|
||
|
(renderers[a[i].type] || renderers.def).update(
|
||
|
a[i],
|
||
|
this.domElements.nodes[a[i].id],
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
// Label
|
||
|
(subrenderers[a[i].type] || subrenderers.def).update(
|
||
|
a[i],
|
||
|
this.domElements.labels[a[i].id],
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Display edges
|
||
|
//---------------
|
||
|
renderers = sigma.svg.edges;
|
||
|
|
||
|
//-- First we create the edges which are not already created
|
||
|
if (drawEdges)
|
||
|
for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
|
||
|
if (!this.domElements.edges[a[i].id]) {
|
||
|
source = nodes(a[i].source);
|
||
|
target = nodes(a[i].target);
|
||
|
|
||
|
e = (renderers[a[i].type] || renderers.def).create(
|
||
|
a[i],
|
||
|
source,
|
||
|
target,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
this.domElements.edges[a[i].id] = e;
|
||
|
this.domElements.groups.edges.appendChild(e);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
//-- Second we update the edges
|
||
|
if (drawEdges)
|
||
|
for (a = this.edgesOnScreen, i = 0, l = a.length; i < l; i++) {
|
||
|
source = nodes(a[i].source);
|
||
|
target = nodes(a[i].target);
|
||
|
|
||
|
(renderers[a[i].type] || renderers.def).update(
|
||
|
a[i],
|
||
|
this.domElements.edges[a[i].id],
|
||
|
source,
|
||
|
target,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
this.dispatchEvent('render');
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method creates a DOM element of the specified type, switches its
|
||
|
* position to "absolute", references it to the domElements attribute, and
|
||
|
* finally appends it to the container.
|
||
|
*
|
||
|
* @param {string} tag The label tag.
|
||
|
* @param {string} id The id of the element (to store it in "domElements").
|
||
|
*/
|
||
|
sigma.renderers.svg.prototype.initDOM = function(tag) {
|
||
|
var dom = document.createElementNS(this.settings('xmlns'), tag),
|
||
|
c = this.settings('classPrefix'),
|
||
|
g,
|
||
|
l,
|
||
|
i;
|
||
|
|
||
|
dom.style.position = 'absolute';
|
||
|
dom.setAttribute('class', c + '-svg');
|
||
|
|
||
|
// Setting SVG namespace
|
||
|
dom.setAttribute('xmlns', this.settings('xmlns'));
|
||
|
dom.setAttribute('xmlns:xlink', 'http://www.w3.org/1999/xlink');
|
||
|
dom.setAttribute('version', '1.1');
|
||
|
|
||
|
// Creating the measurement canvas
|
||
|
var canvas = document.createElement('canvas');
|
||
|
canvas.setAttribute('class', c + '-measurement-canvas');
|
||
|
|
||
|
// Appending elements
|
||
|
this.domElements.graph = this.container.appendChild(dom);
|
||
|
|
||
|
// Creating groups
|
||
|
var groups = ['edges', 'nodes', 'labels', 'hovers'];
|
||
|
for (i = 0, l = groups.length; i < l; i++) {
|
||
|
g = document.createElementNS(this.settings('xmlns'), 'g');
|
||
|
|
||
|
g.setAttributeNS(null, 'id', c + '-group-' + groups[i]);
|
||
|
g.setAttributeNS(null, 'class', c + '-group');
|
||
|
|
||
|
this.domElements.groups[groups[i]] =
|
||
|
this.domElements.graph.appendChild(g);
|
||
|
}
|
||
|
|
||
|
// Appending measurement canvas
|
||
|
this.container.appendChild(canvas);
|
||
|
this.measurementCanvas = canvas.getContext('2d');
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method hides a batch of SVG DOM elements.
|
||
|
*
|
||
|
* @param {array} elements An array of elements to hide.
|
||
|
* @param {object} renderer The renderer to use.
|
||
|
* @return {sigma.renderers.svg} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.svg.prototype.hideDOMElements = function(elements) {
|
||
|
var o,
|
||
|
i;
|
||
|
|
||
|
for (i in elements) {
|
||
|
o = elements[i];
|
||
|
sigma.svg.utils.hide(o);
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method binds the hover events to the renderer.
|
||
|
*
|
||
|
* @param {string} prefix The renderer prefix.
|
||
|
*/
|
||
|
// TODO: add option about whether to display hovers or not
|
||
|
sigma.renderers.svg.prototype.bindHovers = function(prefix) {
|
||
|
var renderers = sigma.svg.hovers,
|
||
|
self = this,
|
||
|
hoveredNode;
|
||
|
|
||
|
function overNode(e) {
|
||
|
var node = e.data.node,
|
||
|
embedSettings = self.settings.embedObjects({
|
||
|
prefix: prefix
|
||
|
});
|
||
|
|
||
|
if (!embedSettings('enableHovering'))
|
||
|
return;
|
||
|
|
||
|
var hover = (renderers[node.type] || renderers.def).create(
|
||
|
node,
|
||
|
self.domElements.nodes[node.id],
|
||
|
self.measurementCanvas,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
self.domElements.hovers[node.id] = hover;
|
||
|
|
||
|
// Inserting the hover in the dom
|
||
|
self.domElements.groups.hovers.appendChild(hover);
|
||
|
hoveredNode = node;
|
||
|
}
|
||
|
|
||
|
function outNode(e) {
|
||
|
var node = e.data.node,
|
||
|
embedSettings = self.settings.embedObjects({
|
||
|
prefix: prefix
|
||
|
});
|
||
|
|
||
|
if (!embedSettings('enableHovering'))
|
||
|
return;
|
||
|
|
||
|
// Deleting element
|
||
|
self.domElements.groups.hovers.removeChild(
|
||
|
self.domElements.hovers[node.id]
|
||
|
);
|
||
|
hoveredNode = null;
|
||
|
delete self.domElements.hovers[node.id];
|
||
|
|
||
|
// Reinstate
|
||
|
self.domElements.groups.nodes.appendChild(
|
||
|
self.domElements.nodes[node.id]
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// OPTIMIZE: perform a real update rather than a deletion
|
||
|
function update() {
|
||
|
if (!hoveredNode)
|
||
|
return;
|
||
|
|
||
|
var embedSettings = self.settings.embedObjects({
|
||
|
prefix: prefix
|
||
|
});
|
||
|
|
||
|
// Deleting element before update
|
||
|
self.domElements.groups.hovers.removeChild(
|
||
|
self.domElements.hovers[hoveredNode.id]
|
||
|
);
|
||
|
delete self.domElements.hovers[hoveredNode.id];
|
||
|
|
||
|
var hover = (renderers[hoveredNode.type] || renderers.def).create(
|
||
|
hoveredNode,
|
||
|
self.domElements.nodes[hoveredNode.id],
|
||
|
self.measurementCanvas,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
self.domElements.hovers[hoveredNode.id] = hover;
|
||
|
|
||
|
// Inserting the hover in the dom
|
||
|
self.domElements.groups.hovers.appendChild(hover);
|
||
|
}
|
||
|
|
||
|
// Binding events
|
||
|
this.bind('overNode', overNode);
|
||
|
this.bind('outNode', outNode);
|
||
|
|
||
|
// Update on render
|
||
|
this.bind('render', update);
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* This method resizes each DOM elements in the container and stores the new
|
||
|
* dimensions. Then, it renders the graph.
|
||
|
*
|
||
|
* @param {?number} width The new width of the container.
|
||
|
* @param {?number} height The new height of the container.
|
||
|
* @return {sigma.renderers.svg} Returns the instance itself.
|
||
|
*/
|
||
|
sigma.renderers.svg.prototype.resize = function(w, h) {
|
||
|
var oldWidth = this.width,
|
||
|
oldHeight = this.height,
|
||
|
pixelRatio = 1;
|
||
|
|
||
|
if (w !== undefined && h !== undefined) {
|
||
|
this.width = w;
|
||
|
this.height = h;
|
||
|
} else {
|
||
|
this.width = this.container.offsetWidth;
|
||
|
this.height = this.container.offsetHeight;
|
||
|
|
||
|
w = this.width;
|
||
|
h = this.height;
|
||
|
}
|
||
|
|
||
|
if (oldWidth !== this.width || oldHeight !== this.height) {
|
||
|
this.domElements.graph.style.width = w + 'px';
|
||
|
this.domElements.graph.style.height = h + 'px';
|
||
|
|
||
|
if (this.domElements.graph.tagName.toLowerCase() === 'svg') {
|
||
|
this.domElements.graph.setAttribute('width', (w * pixelRatio));
|
||
|
this.domElements.graph.setAttribute('height', (h * pixelRatio));
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
|
||
|
/**
|
||
|
* The labels, nodes and edges renderers are stored in the three following
|
||
|
* objects. When an element is drawn, its type will be checked and if a
|
||
|
* renderer with the same name exists, it will be used. If not found, the
|
||
|
* default renderer will be used instead.
|
||
|
*
|
||
|
* They are stored in different files, in the "./svg" folder.
|
||
|
*/
|
||
|
sigma.utils.pkg('sigma.svg.nodes');
|
||
|
sigma.utils.pkg('sigma.svg.edges');
|
||
|
sigma.utils.pkg('sigma.svg.labels');
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(global) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.renderers');
|
||
|
|
||
|
// Check if WebGL is enabled:
|
||
|
var canvas,
|
||
|
webgl = !!global.WebGLRenderingContext;
|
||
|
if (webgl) {
|
||
|
canvas = document.createElement('canvas');
|
||
|
try {
|
||
|
webgl = !!(
|
||
|
canvas.getContext('webgl') ||
|
||
|
canvas.getContext('experimental-webgl')
|
||
|
);
|
||
|
} catch (e) {
|
||
|
webgl = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Copy the good renderer:
|
||
|
sigma.renderers.def = webgl ?
|
||
|
sigma.renderers.webgl :
|
||
|
sigma.renderers.canvas;
|
||
|
})(this);
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.webgl.nodes');
|
||
|
|
||
|
/**
|
||
|
* This node renderer will display nodes as discs, shaped in triangles with
|
||
|
* the gl.TRIANGLES display mode. So, to be more precise, to draw one node,
|
||
|
* it will store three times the center of node, with the color and the size,
|
||
|
* and an angle indicating which "corner" of the triangle to draw.
|
||
|
*
|
||
|
* The fragment shader does not deal with anti-aliasing, so make sure that
|
||
|
* you deal with it somewhere else in the code (by default, the WebGL
|
||
|
* renderer will oversample the rendering through the webglOversamplingRatio
|
||
|
* value).
|
||
|
*/
|
||
|
sigma.webgl.nodes.def = {
|
||
|
POINTS: 3,
|
||
|
ATTRIBUTES: 5,
|
||
|
addNode: function(node, data, i, prefix, settings) {
|
||
|
var color = sigma.utils.floatColor(
|
||
|
node.color || settings('defaultNodeColor')
|
||
|
);
|
||
|
|
||
|
data[i++] = node[prefix + 'x'];
|
||
|
data[i++] = node[prefix + 'y'];
|
||
|
data[i++] = node[prefix + 'size'];
|
||
|
data[i++] = color;
|
||
|
data[i++] = 0;
|
||
|
|
||
|
data[i++] = node[prefix + 'x'];
|
||
|
data[i++] = node[prefix + 'y'];
|
||
|
data[i++] = node[prefix + 'size'];
|
||
|
data[i++] = color;
|
||
|
data[i++] = 2 * Math.PI / 3;
|
||
|
|
||
|
data[i++] = node[prefix + 'x'];
|
||
|
data[i++] = node[prefix + 'y'];
|
||
|
data[i++] = node[prefix + 'size'];
|
||
|
data[i++] = color;
|
||
|
data[i++] = 4 * Math.PI / 3;
|
||
|
},
|
||
|
render: function(gl, program, data, params) {
|
||
|
var buffer;
|
||
|
|
||
|
// Define attributes:
|
||
|
var positionLocation =
|
||
|
gl.getAttribLocation(program, 'a_position'),
|
||
|
sizeLocation =
|
||
|
gl.getAttribLocation(program, 'a_size'),
|
||
|
colorLocation =
|
||
|
gl.getAttribLocation(program, 'a_color'),
|
||
|
angleLocation =
|
||
|
gl.getAttribLocation(program, 'a_angle'),
|
||
|
resolutionLocation =
|
||
|
gl.getUniformLocation(program, 'u_resolution'),
|
||
|
matrixLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrix'),
|
||
|
ratioLocation =
|
||
|
gl.getUniformLocation(program, 'u_ratio'),
|
||
|
scaleLocation =
|
||
|
gl.getUniformLocation(program, 'u_scale');
|
||
|
|
||
|
buffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
|
||
|
|
||
|
gl.uniform2f(resolutionLocation, params.width, params.height);
|
||
|
gl.uniform1f(
|
||
|
ratioLocation,
|
||
|
1 / Math.pow(params.ratio, params.settings('nodesPowRatio'))
|
||
|
);
|
||
|
gl.uniform1f(scaleLocation, params.scalingRatio);
|
||
|
gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
|
||
|
|
||
|
gl.enableVertexAttribArray(positionLocation);
|
||
|
gl.enableVertexAttribArray(sizeLocation);
|
||
|
gl.enableVertexAttribArray(colorLocation);
|
||
|
gl.enableVertexAttribArray(angleLocation);
|
||
|
|
||
|
gl.vertexAttribPointer(
|
||
|
positionLocation,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
0
|
||
|
);
|
||
|
gl.vertexAttribPointer(
|
||
|
sizeLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
8
|
||
|
);
|
||
|
gl.vertexAttribPointer(
|
||
|
colorLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
12
|
||
|
);
|
||
|
gl.vertexAttribPointer(
|
||
|
angleLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
16
|
||
|
);
|
||
|
|
||
|
gl.drawArrays(
|
||
|
gl.TRIANGLES,
|
||
|
params.start || 0,
|
||
|
params.count || (data.length / this.ATTRIBUTES)
|
||
|
);
|
||
|
},
|
||
|
initProgram: function(gl) {
|
||
|
var vertexShader,
|
||
|
fragmentShader,
|
||
|
program;
|
||
|
|
||
|
vertexShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'attribute vec2 a_position;',
|
||
|
'attribute float a_size;',
|
||
|
'attribute float a_color;',
|
||
|
'attribute float a_angle;',
|
||
|
|
||
|
'uniform vec2 u_resolution;',
|
||
|
'uniform float u_ratio;',
|
||
|
'uniform float u_scale;',
|
||
|
'uniform mat3 u_matrix;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
'varying vec2 center;',
|
||
|
'varying float radius;',
|
||
|
|
||
|
'void main() {',
|
||
|
// Multiply the point size twice:
|
||
|
'radius = a_size * u_ratio;',
|
||
|
|
||
|
// Scale from [[-1 1] [-1 1]] to the container:
|
||
|
'vec2 position = (u_matrix * vec3(a_position, 1)).xy;',
|
||
|
// 'center = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);',
|
||
|
'center = position * u_scale;',
|
||
|
'center = vec2(center.x, u_scale * u_resolution.y - center.y);',
|
||
|
|
||
|
'position = position +',
|
||
|
'2.0 * radius * vec2(cos(a_angle), sin(a_angle));',
|
||
|
'position = (position / u_resolution * 2.0 - 1.0) * vec2(1, -1);',
|
||
|
|
||
|
'radius = radius * u_scale;',
|
||
|
|
||
|
'gl_Position = vec4(position, 0, 1);',
|
||
|
|
||
|
// Extract the color:
|
||
|
'float c = a_color;',
|
||
|
'color.b = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.g = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
|
||
|
'color.a = 1.0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.VERTEX_SHADER
|
||
|
);
|
||
|
|
||
|
fragmentShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'precision mediump float;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
'varying vec2 center;',
|
||
|
'varying float radius;',
|
||
|
|
||
|
'void main(void) {',
|
||
|
'vec4 color0 = vec4(0.0, 0.0, 0.0, 0.0);',
|
||
|
|
||
|
'vec2 m = gl_FragCoord.xy - center;',
|
||
|
'float diff = radius - sqrt(m.x * m.x + m.y * m.y);',
|
||
|
|
||
|
// Here is how we draw a disc instead of a square:
|
||
|
'if (diff > 0.0)',
|
||
|
'gl_FragColor = color;',
|
||
|
'else',
|
||
|
'gl_FragColor = color0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.FRAGMENT_SHADER
|
||
|
);
|
||
|
|
||
|
program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.webgl.nodes');
|
||
|
|
||
|
/**
|
||
|
* This node renderer will display nodes in the fastest way: Nodes are basic
|
||
|
* squares, drawn through the gl.POINTS drawing method. The size of the nodes
|
||
|
* are represented with the "gl_PointSize" value in the vertex shader.
|
||
|
*
|
||
|
* It is the fastest node renderer here since the buffer just takes one line
|
||
|
* to draw each node (with attributes "x", "y", "size" and "color").
|
||
|
*
|
||
|
* Nevertheless, this method has some problems, especially due to some issues
|
||
|
* with the gl.POINTS:
|
||
|
* - First, if the center of a node is outside the scene, the point will not
|
||
|
* be drawn, even if it should be partly on screen.
|
||
|
* - I tried applying a fragment shader similar to the one in the default
|
||
|
* node renderer to display them as discs, but it did not work fine on
|
||
|
* some computers settings, filling the discs with weird gradients not
|
||
|
* depending on the actual color.
|
||
|
*/
|
||
|
sigma.webgl.nodes.fast = {
|
||
|
POINTS: 1,
|
||
|
ATTRIBUTES: 4,
|
||
|
addNode: function(node, data, i, prefix, settings) {
|
||
|
data[i++] = node[prefix + 'x'];
|
||
|
data[i++] = node[prefix + 'y'];
|
||
|
data[i++] = node[prefix + 'size'];
|
||
|
data[i++] = sigma.utils.floatColor(
|
||
|
node.color || settings('defaultNodeColor')
|
||
|
);
|
||
|
},
|
||
|
render: function(gl, program, data, params) {
|
||
|
var buffer;
|
||
|
|
||
|
// Define attributes:
|
||
|
var positionLocation =
|
||
|
gl.getAttribLocation(program, 'a_position'),
|
||
|
sizeLocation =
|
||
|
gl.getAttribLocation(program, 'a_size'),
|
||
|
colorLocation =
|
||
|
gl.getAttribLocation(program, 'a_color'),
|
||
|
resolutionLocation =
|
||
|
gl.getUniformLocation(program, 'u_resolution'),
|
||
|
matrixLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrix'),
|
||
|
ratioLocation =
|
||
|
gl.getUniformLocation(program, 'u_ratio'),
|
||
|
scaleLocation =
|
||
|
gl.getUniformLocation(program, 'u_scale');
|
||
|
|
||
|
buffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
|
||
|
|
||
|
gl.uniform2f(resolutionLocation, params.width, params.height);
|
||
|
gl.uniform1f(
|
||
|
ratioLocation,
|
||
|
1 / Math.pow(params.ratio, params.settings('nodesPowRatio'))
|
||
|
);
|
||
|
gl.uniform1f(scaleLocation, params.scalingRatio);
|
||
|
gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
|
||
|
|
||
|
gl.enableVertexAttribArray(positionLocation);
|
||
|
gl.enableVertexAttribArray(sizeLocation);
|
||
|
gl.enableVertexAttribArray(colorLocation);
|
||
|
|
||
|
gl.vertexAttribPointer(
|
||
|
positionLocation,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
0
|
||
|
);
|
||
|
gl.vertexAttribPointer(
|
||
|
sizeLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
8
|
||
|
);
|
||
|
gl.vertexAttribPointer(
|
||
|
colorLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
12
|
||
|
);
|
||
|
|
||
|
gl.drawArrays(
|
||
|
gl.POINTS,
|
||
|
params.start || 0,
|
||
|
params.count || (data.length / this.ATTRIBUTES)
|
||
|
);
|
||
|
},
|
||
|
initProgram: function(gl) {
|
||
|
var vertexShader,
|
||
|
fragmentShader,
|
||
|
program;
|
||
|
|
||
|
vertexShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'attribute vec2 a_position;',
|
||
|
'attribute float a_size;',
|
||
|
'attribute float a_color;',
|
||
|
|
||
|
'uniform vec2 u_resolution;',
|
||
|
'uniform float u_ratio;',
|
||
|
'uniform float u_scale;',
|
||
|
'uniform mat3 u_matrix;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main() {',
|
||
|
// Scale from [[-1 1] [-1 1]] to the container:
|
||
|
'gl_Position = vec4(',
|
||
|
'((u_matrix * vec3(a_position, 1)).xy /',
|
||
|
'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
|
||
|
'0,',
|
||
|
'1',
|
||
|
');',
|
||
|
|
||
|
// Multiply the point size twice:
|
||
|
// - x SCALING_RATIO to correct the canvas scaling
|
||
|
// - x 2 to correct the formulae
|
||
|
'gl_PointSize = a_size * u_ratio * u_scale * 2.0;',
|
||
|
|
||
|
// Extract the color:
|
||
|
'float c = a_color;',
|
||
|
'color.b = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.g = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
|
||
|
'color.a = 1.0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.VERTEX_SHADER
|
||
|
);
|
||
|
|
||
|
fragmentShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'precision mediump float;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main(void) {',
|
||
|
'gl_FragColor = color;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.FRAGMENT_SHADER
|
||
|
);
|
||
|
|
||
|
program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.webgl.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as lines going from the source node
|
||
|
* to the target node. To deal with edge thicknesses, the lines are made of
|
||
|
* two triangles forming rectangles, with the gl.TRIANGLES drawing mode.
|
||
|
*
|
||
|
* It is expensive, since drawing a single edge requires 6 points, each
|
||
|
* having 7 attributes (source position, target position, thickness, color
|
||
|
* and a flag indicating which vertice of the rectangle it is).
|
||
|
*/
|
||
|
sigma.webgl.edges.def = {
|
||
|
POINTS: 6,
|
||
|
ATTRIBUTES: 7,
|
||
|
addEdge: function(edge, source, target, data, i, prefix, settings) {
|
||
|
var w = (edge[prefix + 'size'] || 1) / 2,
|
||
|
x1 = source[prefix + 'x'],
|
||
|
y1 = source[prefix + 'y'],
|
||
|
x2 = target[prefix + 'x'],
|
||
|
y2 = target[prefix + 'y'],
|
||
|
color = edge.color;
|
||
|
|
||
|
if (!color)
|
||
|
switch (settings('edgeColor')) {
|
||
|
case 'source':
|
||
|
color = source.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
default:
|
||
|
color = settings('defaultEdgeColor');
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Normalize color:
|
||
|
color = sigma.utils.floatColor(color);
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
},
|
||
|
render: function(gl, program, data, params) {
|
||
|
var buffer;
|
||
|
|
||
|
// Define attributes:
|
||
|
var colorLocation =
|
||
|
gl.getAttribLocation(program, 'a_color'),
|
||
|
positionLocation1 =
|
||
|
gl.getAttribLocation(program, 'a_position1'),
|
||
|
positionLocation2 =
|
||
|
gl.getAttribLocation(program, 'a_position2'),
|
||
|
thicknessLocation =
|
||
|
gl.getAttribLocation(program, 'a_thickness'),
|
||
|
minusLocation =
|
||
|
gl.getAttribLocation(program, 'a_minus'),
|
||
|
resolutionLocation =
|
||
|
gl.getUniformLocation(program, 'u_resolution'),
|
||
|
matrixLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrix'),
|
||
|
matrixHalfPiLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrixHalfPi'),
|
||
|
matrixHalfPiMinusLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrixHalfPiMinus'),
|
||
|
ratioLocation =
|
||
|
gl.getUniformLocation(program, 'u_ratio'),
|
||
|
scaleLocation =
|
||
|
gl.getUniformLocation(program, 'u_scale');
|
||
|
|
||
|
buffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
|
||
|
|
||
|
gl.uniform2f(resolutionLocation, params.width, params.height);
|
||
|
gl.uniform1f(
|
||
|
ratioLocation,
|
||
|
params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio'))
|
||
|
);
|
||
|
gl.uniform1f(scaleLocation, params.scalingRatio);
|
||
|
gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
|
||
|
gl.uniformMatrix2fv(
|
||
|
matrixHalfPiLocation,
|
||
|
false,
|
||
|
sigma.utils.matrices.rotation(Math.PI / 2, true)
|
||
|
);
|
||
|
gl.uniformMatrix2fv(
|
||
|
matrixHalfPiMinusLocation,
|
||
|
false,
|
||
|
sigma.utils.matrices.rotation(-Math.PI / 2, true)
|
||
|
);
|
||
|
|
||
|
gl.enableVertexAttribArray(colorLocation);
|
||
|
gl.enableVertexAttribArray(positionLocation1);
|
||
|
gl.enableVertexAttribArray(positionLocation2);
|
||
|
gl.enableVertexAttribArray(thicknessLocation);
|
||
|
gl.enableVertexAttribArray(minusLocation);
|
||
|
|
||
|
gl.vertexAttribPointer(positionLocation1,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
0
|
||
|
);
|
||
|
gl.vertexAttribPointer(positionLocation2,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
8
|
||
|
);
|
||
|
gl.vertexAttribPointer(thicknessLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
16
|
||
|
);
|
||
|
gl.vertexAttribPointer(minusLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
20
|
||
|
);
|
||
|
gl.vertexAttribPointer(colorLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
24
|
||
|
);
|
||
|
|
||
|
gl.drawArrays(
|
||
|
gl.TRIANGLES,
|
||
|
params.start || 0,
|
||
|
params.count || (data.length / this.ATTRIBUTES)
|
||
|
);
|
||
|
},
|
||
|
initProgram: function(gl) {
|
||
|
var vertexShader,
|
||
|
fragmentShader,
|
||
|
program;
|
||
|
|
||
|
vertexShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'attribute vec2 a_position1;',
|
||
|
'attribute vec2 a_position2;',
|
||
|
'attribute float a_thickness;',
|
||
|
'attribute float a_minus;',
|
||
|
'attribute float a_color;',
|
||
|
|
||
|
'uniform vec2 u_resolution;',
|
||
|
'uniform float u_ratio;',
|
||
|
'uniform float u_scale;',
|
||
|
'uniform mat3 u_matrix;',
|
||
|
'uniform mat2 u_matrixHalfPi;',
|
||
|
'uniform mat2 u_matrixHalfPiMinus;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main() {',
|
||
|
// Find the good point:
|
||
|
'vec2 position = a_thickness * u_ratio *',
|
||
|
'normalize(a_position2 - a_position1);',
|
||
|
|
||
|
'mat2 matrix = a_minus * u_matrixHalfPiMinus +',
|
||
|
'(1.0 - a_minus) * u_matrixHalfPi;',
|
||
|
|
||
|
'position = matrix * position + a_position1;',
|
||
|
|
||
|
// Scale from [[-1 1] [-1 1]] to the container:
|
||
|
'gl_Position = vec4(',
|
||
|
'((u_matrix * vec3(position, 1)).xy /',
|
||
|
'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
|
||
|
'0,',
|
||
|
'1',
|
||
|
');',
|
||
|
|
||
|
// Extract the color:
|
||
|
'float c = a_color;',
|
||
|
'color.b = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.g = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
|
||
|
'color.a = 1.0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.VERTEX_SHADER
|
||
|
);
|
||
|
|
||
|
fragmentShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'precision mediump float;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main(void) {',
|
||
|
'gl_FragColor = color;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.FRAGMENT_SHADER
|
||
|
);
|
||
|
|
||
|
program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.webgl.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as lines with the gl.LINES display
|
||
|
* mode. Since this mode does not support well thickness, edges are all drawn
|
||
|
* with the same thickness (3px), independantly of the edge attributes or the
|
||
|
* zooming ratio.
|
||
|
*/
|
||
|
sigma.webgl.edges.fast = {
|
||
|
POINTS: 2,
|
||
|
ATTRIBUTES: 3,
|
||
|
addEdge: function(edge, source, target, data, i, prefix, settings) {
|
||
|
var w = (edge[prefix + 'size'] || 1) / 2,
|
||
|
x1 = source[prefix + 'x'],
|
||
|
y1 = source[prefix + 'y'],
|
||
|
x2 = target[prefix + 'x'],
|
||
|
y2 = target[prefix + 'y'],
|
||
|
color = edge.color;
|
||
|
|
||
|
if (!color)
|
||
|
switch (settings('edgeColor')) {
|
||
|
case 'source':
|
||
|
color = source.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
default:
|
||
|
color = settings('defaultEdgeColor');
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Normalize color:
|
||
|
color = sigma.utils.floatColor(color);
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = color;
|
||
|
},
|
||
|
render: function(gl, program, data, params) {
|
||
|
var buffer;
|
||
|
|
||
|
// Define attributes:
|
||
|
var colorLocation =
|
||
|
gl.getAttribLocation(program, 'a_color'),
|
||
|
positionLocation =
|
||
|
gl.getAttribLocation(program, 'a_position'),
|
||
|
resolutionLocation =
|
||
|
gl.getUniformLocation(program, 'u_resolution'),
|
||
|
matrixLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrix');
|
||
|
|
||
|
buffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, data, gl.DYNAMIC_DRAW);
|
||
|
|
||
|
gl.uniform2f(resolutionLocation, params.width, params.height);
|
||
|
gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
|
||
|
|
||
|
gl.enableVertexAttribArray(positionLocation);
|
||
|
gl.enableVertexAttribArray(colorLocation);
|
||
|
|
||
|
gl.vertexAttribPointer(positionLocation,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
0
|
||
|
);
|
||
|
gl.vertexAttribPointer(colorLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
8
|
||
|
);
|
||
|
|
||
|
gl.lineWidth(3);
|
||
|
gl.drawArrays(
|
||
|
gl.LINES,
|
||
|
params.start || 0,
|
||
|
params.count || (data.length / this.ATTRIBUTES)
|
||
|
);
|
||
|
},
|
||
|
initProgram: function(gl) {
|
||
|
var vertexShader,
|
||
|
fragmentShader,
|
||
|
program;
|
||
|
|
||
|
vertexShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'attribute vec2 a_position;',
|
||
|
'attribute float a_color;',
|
||
|
|
||
|
'uniform vec2 u_resolution;',
|
||
|
'uniform mat3 u_matrix;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main() {',
|
||
|
// Scale from [[-1 1] [-1 1]] to the container:
|
||
|
'gl_Position = vec4(',
|
||
|
'((u_matrix * vec3(a_position, 1)).xy /',
|
||
|
'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
|
||
|
'0,',
|
||
|
'1',
|
||
|
');',
|
||
|
|
||
|
// Extract the color:
|
||
|
'float c = a_color;',
|
||
|
'color.b = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.g = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
|
||
|
'color.a = 1.0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.VERTEX_SHADER
|
||
|
);
|
||
|
|
||
|
fragmentShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'precision mediump float;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main(void) {',
|
||
|
'gl_FragColor = color;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.FRAGMENT_SHADER
|
||
|
);
|
||
|
|
||
|
program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.webgl.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as arrows going from the source node
|
||
|
* to the target node. To deal with edge thicknesses, the lines are made of
|
||
|
* three triangles: two forming rectangles, with the gl.TRIANGLES drawing
|
||
|
* mode.
|
||
|
*
|
||
|
* It is expensive, since drawing a single edge requires 9 points, each
|
||
|
* having a lot of attributes.
|
||
|
*/
|
||
|
sigma.webgl.edges.arrow = {
|
||
|
POINTS: 9,
|
||
|
ATTRIBUTES: 11,
|
||
|
addEdge: function(edge, source, target, data, i, prefix, settings) {
|
||
|
var w = (edge[prefix + 'size'] || 1) / 2,
|
||
|
x1 = source[prefix + 'x'],
|
||
|
y1 = source[prefix + 'y'],
|
||
|
x2 = target[prefix + 'x'],
|
||
|
y2 = target[prefix + 'y'],
|
||
|
targetSize = target[prefix + 'size'],
|
||
|
color = edge.color;
|
||
|
|
||
|
if (!color)
|
||
|
switch (settings('edgeColor')) {
|
||
|
case 'source':
|
||
|
color = source.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || settings('defaultNodeColor');
|
||
|
break;
|
||
|
default:
|
||
|
color = settings('defaultEdgeColor');
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
// Normalize color:
|
||
|
color = sigma.utils.floatColor(color);
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
// Arrow head:
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = -1.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = color;
|
||
|
|
||
|
data[i++] = x2;
|
||
|
data[i++] = y2;
|
||
|
data[i++] = x1;
|
||
|
data[i++] = y1;
|
||
|
data[i++] = w;
|
||
|
data[i++] = targetSize;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 0.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = 1.0;
|
||
|
data[i++] = color;
|
||
|
},
|
||
|
render: function(gl, program, data, params) {
|
||
|
var buffer;
|
||
|
|
||
|
// Define attributes:
|
||
|
var positionLocation1 =
|
||
|
gl.getAttribLocation(program, 'a_pos1'),
|
||
|
positionLocation2 =
|
||
|
gl.getAttribLocation(program, 'a_pos2'),
|
||
|
thicknessLocation =
|
||
|
gl.getAttribLocation(program, 'a_thickness'),
|
||
|
targetSizeLocation =
|
||
|
gl.getAttribLocation(program, 'a_tSize'),
|
||
|
delayLocation =
|
||
|
gl.getAttribLocation(program, 'a_delay'),
|
||
|
minusLocation =
|
||
|
gl.getAttribLocation(program, 'a_minus'),
|
||
|
headLocation =
|
||
|
gl.getAttribLocation(program, 'a_head'),
|
||
|
headPositionLocation =
|
||
|
gl.getAttribLocation(program, 'a_headPosition'),
|
||
|
colorLocation =
|
||
|
gl.getAttribLocation(program, 'a_color'),
|
||
|
resolutionLocation =
|
||
|
gl.getUniformLocation(program, 'u_resolution'),
|
||
|
matrixLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrix'),
|
||
|
matrixHalfPiLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrixHalfPi'),
|
||
|
matrixHalfPiMinusLocation =
|
||
|
gl.getUniformLocation(program, 'u_matrixHalfPiMinus'),
|
||
|
ratioLocation =
|
||
|
gl.getUniformLocation(program, 'u_ratio'),
|
||
|
nodeRatioLocation =
|
||
|
gl.getUniformLocation(program, 'u_nodeRatio'),
|
||
|
arrowHeadLocation =
|
||
|
gl.getUniformLocation(program, 'u_arrowHead'),
|
||
|
scaleLocation =
|
||
|
gl.getUniformLocation(program, 'u_scale');
|
||
|
|
||
|
buffer = gl.createBuffer();
|
||
|
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
|
||
|
gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
|
||
|
|
||
|
gl.uniform2f(resolutionLocation, params.width, params.height);
|
||
|
gl.uniform1f(
|
||
|
ratioLocation,
|
||
|
params.ratio / Math.pow(params.ratio, params.settings('edgesPowRatio'))
|
||
|
);
|
||
|
gl.uniform1f(
|
||
|
nodeRatioLocation,
|
||
|
Math.pow(params.ratio, params.settings('nodesPowRatio')) /
|
||
|
params.ratio
|
||
|
);
|
||
|
gl.uniform1f(arrowHeadLocation, 5.0);
|
||
|
gl.uniform1f(scaleLocation, params.scalingRatio);
|
||
|
gl.uniformMatrix3fv(matrixLocation, false, params.matrix);
|
||
|
gl.uniformMatrix2fv(
|
||
|
matrixHalfPiLocation,
|
||
|
false,
|
||
|
sigma.utils.matrices.rotation(Math.PI / 2, true)
|
||
|
);
|
||
|
gl.uniformMatrix2fv(
|
||
|
matrixHalfPiMinusLocation,
|
||
|
false,
|
||
|
sigma.utils.matrices.rotation(-Math.PI / 2, true)
|
||
|
);
|
||
|
|
||
|
gl.enableVertexAttribArray(positionLocation1);
|
||
|
gl.enableVertexAttribArray(positionLocation2);
|
||
|
gl.enableVertexAttribArray(thicknessLocation);
|
||
|
gl.enableVertexAttribArray(targetSizeLocation);
|
||
|
gl.enableVertexAttribArray(delayLocation);
|
||
|
gl.enableVertexAttribArray(minusLocation);
|
||
|
gl.enableVertexAttribArray(headLocation);
|
||
|
gl.enableVertexAttribArray(headPositionLocation);
|
||
|
gl.enableVertexAttribArray(colorLocation);
|
||
|
|
||
|
gl.vertexAttribPointer(positionLocation1,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
0
|
||
|
);
|
||
|
gl.vertexAttribPointer(positionLocation2,
|
||
|
2,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
8
|
||
|
);
|
||
|
gl.vertexAttribPointer(thicknessLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
16
|
||
|
);
|
||
|
gl.vertexAttribPointer(targetSizeLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
20
|
||
|
);
|
||
|
gl.vertexAttribPointer(delayLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
24
|
||
|
);
|
||
|
gl.vertexAttribPointer(minusLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
28
|
||
|
);
|
||
|
gl.vertexAttribPointer(headLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
32
|
||
|
);
|
||
|
gl.vertexAttribPointer(headPositionLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
36
|
||
|
);
|
||
|
gl.vertexAttribPointer(colorLocation,
|
||
|
1,
|
||
|
gl.FLOAT,
|
||
|
false,
|
||
|
this.ATTRIBUTES * Float32Array.BYTES_PER_ELEMENT,
|
||
|
40
|
||
|
);
|
||
|
|
||
|
gl.drawArrays(
|
||
|
gl.TRIANGLES,
|
||
|
params.start || 0,
|
||
|
params.count || (data.length / this.ATTRIBUTES)
|
||
|
);
|
||
|
},
|
||
|
initProgram: function(gl) {
|
||
|
var vertexShader,
|
||
|
fragmentShader,
|
||
|
program;
|
||
|
|
||
|
vertexShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'attribute vec2 a_pos1;',
|
||
|
'attribute vec2 a_pos2;',
|
||
|
'attribute float a_thickness;',
|
||
|
'attribute float a_tSize;',
|
||
|
'attribute float a_delay;',
|
||
|
'attribute float a_minus;',
|
||
|
'attribute float a_head;',
|
||
|
'attribute float a_headPosition;',
|
||
|
'attribute float a_color;',
|
||
|
|
||
|
'uniform vec2 u_resolution;',
|
||
|
'uniform float u_ratio;',
|
||
|
'uniform float u_nodeRatio;',
|
||
|
'uniform float u_arrowHead;',
|
||
|
'uniform float u_scale;',
|
||
|
'uniform mat3 u_matrix;',
|
||
|
'uniform mat2 u_matrixHalfPi;',
|
||
|
'uniform mat2 u_matrixHalfPiMinus;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main() {',
|
||
|
// Find the good point:
|
||
|
'vec2 pos = normalize(a_pos2 - a_pos1);',
|
||
|
|
||
|
'mat2 matrix = (1.0 - a_head) *',
|
||
|
'(',
|
||
|
'a_minus * u_matrixHalfPiMinus +',
|
||
|
'(1.0 - a_minus) * u_matrixHalfPi',
|
||
|
') + a_head * (',
|
||
|
'a_headPosition * u_matrixHalfPiMinus * 0.6 +',
|
||
|
'(a_headPosition * a_headPosition - 1.0) * mat2(1.0)',
|
||
|
');',
|
||
|
|
||
|
'pos = a_pos1 + (',
|
||
|
// Deal with body:
|
||
|
'(1.0 - a_head) * a_thickness * u_ratio * matrix * pos +',
|
||
|
// Deal with head:
|
||
|
'a_head * u_arrowHead * a_thickness * u_ratio * matrix * pos +',
|
||
|
// Deal with delay:
|
||
|
'a_delay * pos * (',
|
||
|
'a_tSize / u_nodeRatio +',
|
||
|
'u_arrowHead * a_thickness * u_ratio',
|
||
|
')',
|
||
|
');',
|
||
|
|
||
|
// Scale from [[-1 1] [-1 1]] to the container:
|
||
|
'gl_Position = vec4(',
|
||
|
'((u_matrix * vec3(pos, 1)).xy /',
|
||
|
'u_resolution * 2.0 - 1.0) * vec2(1, -1),',
|
||
|
'0,',
|
||
|
'1',
|
||
|
');',
|
||
|
|
||
|
// Extract the color:
|
||
|
'float c = a_color;',
|
||
|
'color.b = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.g = mod(c, 256.0); c = floor(c / 256.0);',
|
||
|
'color.r = mod(c, 256.0); c = floor(c / 256.0); color /= 255.0;',
|
||
|
'color.a = 1.0;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.VERTEX_SHADER
|
||
|
);
|
||
|
|
||
|
fragmentShader = sigma.utils.loadShader(
|
||
|
gl,
|
||
|
[
|
||
|
'precision mediump float;',
|
||
|
|
||
|
'varying vec4 color;',
|
||
|
|
||
|
'void main(void) {',
|
||
|
'gl_FragColor = color;',
|
||
|
'}'
|
||
|
].join('\n'),
|
||
|
gl.FRAGMENT_SHADER
|
||
|
);
|
||
|
|
||
|
program = sigma.utils.loadProgram(gl, [vertexShader, fragmentShader]);
|
||
|
|
||
|
return program;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.canvas.labels');
|
||
|
|
||
|
/**
|
||
|
* This label renderer will just display the label on the right of the node.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.labels.def = function(node, context, settings) {
|
||
|
var fontSize,
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = node[prefix + 'size'];
|
||
|
|
||
|
if (size < settings('labelThreshold'))
|
||
|
return;
|
||
|
|
||
|
if (!node.label || typeof node.label !== 'string')
|
||
|
return;
|
||
|
|
||
|
fontSize = (settings('labelSize') === 'fixed') ?
|
||
|
settings('defaultLabelSize') :
|
||
|
settings('labelSizeRatio') * size;
|
||
|
|
||
|
context.font = (settings('fontStyle') ? settings('fontStyle') + ' ' : '') +
|
||
|
fontSize + 'px ' + settings('font');
|
||
|
context.fillStyle = (settings('labelColor') === 'node') ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultLabelColor');
|
||
|
|
||
|
context.fillText(
|
||
|
node.label,
|
||
|
Math.round(node[prefix + 'x'] + size + 3),
|
||
|
Math.round(node[prefix + 'y'] + fontSize / 3)
|
||
|
);
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.canvas.hovers');
|
||
|
|
||
|
/**
|
||
|
* This hover renderer will basically display the label with a background.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.hovers.def = function(node, context, settings) {
|
||
|
var x,
|
||
|
y,
|
||
|
w,
|
||
|
h,
|
||
|
e,
|
||
|
fontStyle = settings('hoverFontStyle') || settings('fontStyle'),
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = node[prefix + 'size'],
|
||
|
fontSize = (settings('labelSize') === 'fixed') ?
|
||
|
settings('defaultLabelSize') :
|
||
|
settings('labelSizeRatio') * size;
|
||
|
|
||
|
// Label background:
|
||
|
context.font = (fontStyle ? fontStyle + ' ' : '') +
|
||
|
fontSize + 'px ' + (settings('hoverFont') || settings('font'));
|
||
|
|
||
|
context.beginPath();
|
||
|
context.fillStyle = settings('labelHoverBGColor') === 'node' ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultHoverLabelBGColor');
|
||
|
|
||
|
if (node.label && settings('labelHoverShadow')) {
|
||
|
context.shadowOffsetX = 0;
|
||
|
context.shadowOffsetY = 0;
|
||
|
context.shadowBlur = 8;
|
||
|
context.shadowColor = settings('labelHoverShadowColor');
|
||
|
}
|
||
|
|
||
|
if (node.label && typeof node.label === 'string') {
|
||
|
x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2);
|
||
|
y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2);
|
||
|
w = Math.round(
|
||
|
context.measureText(node.label).width + fontSize / 2 + size + 7
|
||
|
);
|
||
|
h = Math.round(fontSize + 4);
|
||
|
e = Math.round(fontSize / 2 + 2);
|
||
|
|
||
|
context.moveTo(x, y + e);
|
||
|
context.arcTo(x, y, x + e, y, e);
|
||
|
context.lineTo(x + w, y);
|
||
|
context.lineTo(x + w, y + h);
|
||
|
context.lineTo(x + e, y + h);
|
||
|
context.arcTo(x, y + h, x, y + h - e, e);
|
||
|
context.lineTo(x, y + e);
|
||
|
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
|
||
|
context.shadowOffsetX = 0;
|
||
|
context.shadowOffsetY = 0;
|
||
|
context.shadowBlur = 0;
|
||
|
}
|
||
|
|
||
|
// Node border:
|
||
|
if (settings('borderSize') > 0) {
|
||
|
context.beginPath();
|
||
|
context.fillStyle = settings('nodeBorderColor') === 'node' ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultNodeBorderColor');
|
||
|
context.arc(
|
||
|
node[prefix + 'x'],
|
||
|
node[prefix + 'y'],
|
||
|
size + settings('borderSize'),
|
||
|
0,
|
||
|
Math.PI * 2,
|
||
|
true
|
||
|
);
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
}
|
||
|
|
||
|
// Node:
|
||
|
var nodeRenderer = sigma.canvas.nodes[node.type] || sigma.canvas.nodes.def;
|
||
|
nodeRenderer(node, context, settings);
|
||
|
|
||
|
// Display the label:
|
||
|
if (node.label && typeof node.label === 'string') {
|
||
|
context.fillStyle = (settings('labelHoverColor') === 'node') ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultLabelHoverColor');
|
||
|
|
||
|
context.fillText(
|
||
|
node.label,
|
||
|
Math.round(node[prefix + 'x'] + size + 3),
|
||
|
Math.round(node[prefix + 'y'] + fontSize / 3)
|
||
|
);
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.nodes');
|
||
|
|
||
|
/**
|
||
|
* The default node renderer. It renders the node as a simple disc.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.nodes.def = function(node, context, settings) {
|
||
|
var prefix = settings('prefix') || '';
|
||
|
|
||
|
context.fillStyle = node.color || settings('defaultNodeColor');
|
||
|
context.beginPath();
|
||
|
context.arc(
|
||
|
node[prefix + 'x'],
|
||
|
node[prefix + 'y'],
|
||
|
node[prefix + 'size'],
|
||
|
0,
|
||
|
Math.PI * 2,
|
||
|
true
|
||
|
);
|
||
|
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edges');
|
||
|
|
||
|
/**
|
||
|
* The default edge renderer. It renders the edge as a simple line.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edges.def = function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor');
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y']
|
||
|
);
|
||
|
context.lineTo(
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y']
|
||
|
);
|
||
|
context.stroke();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as curves.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edges.curve = function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
cp = {},
|
||
|
sSize = source[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'];
|
||
|
|
||
|
cp = (source.id === target.id) ?
|
||
|
sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) :
|
||
|
sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
if (source.id === target.id) {
|
||
|
context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY);
|
||
|
} else {
|
||
|
context.quadraticCurveTo(cp.x, cp.y, tX, tY);
|
||
|
}
|
||
|
context.stroke();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as arrows going from the source node
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edges.arrow = function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
tSize = target[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'],
|
||
|
aSize = Math.max(size * 2.5, settings('minArrowSize')),
|
||
|
d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)),
|
||
|
aX = sX + (tX - sX) * (d - aSize - tSize) / d,
|
||
|
aY = sY + (tY - sY) * (d - aSize - tSize) / d,
|
||
|
vX = (tX - sX) * aSize / d,
|
||
|
vY = (tY - sY) * aSize / d;
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
context.lineTo(
|
||
|
aX,
|
||
|
aY
|
||
|
);
|
||
|
context.stroke();
|
||
|
|
||
|
context.fillStyle = color;
|
||
|
context.beginPath();
|
||
|
context.moveTo(aX + vX, aY + vY);
|
||
|
context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
|
||
|
context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
|
||
|
context.lineTo(aX + vX, aY + vY);
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edges');
|
||
|
|
||
|
/**
|
||
|
* This edge renderer will display edges as curves with arrow heading.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edges.curvedArrow =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
cp = {},
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
tSize = target[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'],
|
||
|
aSize = Math.max(size * 2.5, settings('minArrowSize')),
|
||
|
d,
|
||
|
aX,
|
||
|
aY,
|
||
|
vX,
|
||
|
vY;
|
||
|
|
||
|
cp = (source.id === target.id) ?
|
||
|
sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) :
|
||
|
sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
|
||
|
|
||
|
if (source.id === target.id) {
|
||
|
d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2));
|
||
|
aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d;
|
||
|
aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d;
|
||
|
vX = (tX - cp.x1) * aSize / d;
|
||
|
vY = (tY - cp.y1) * aSize / d;
|
||
|
}
|
||
|
else {
|
||
|
d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2));
|
||
|
aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d;
|
||
|
aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d;
|
||
|
vX = (tX - cp.x) * aSize / d;
|
||
|
vY = (tY - cp.y) * aSize / d;
|
||
|
}
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
if (source.id === target.id) {
|
||
|
context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY);
|
||
|
} else {
|
||
|
context.quadraticCurveTo(cp.x, cp.y, aX, aY);
|
||
|
}
|
||
|
context.stroke();
|
||
|
|
||
|
context.fillStyle = color;
|
||
|
context.beginPath();
|
||
|
context.moveTo(aX + vX, aY + vY);
|
||
|
context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
|
||
|
context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
|
||
|
context.lineTo(aX + vX, aY + vY);
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edgehovers');
|
||
|
|
||
|
/**
|
||
|
* This hover renderer will display the edge with a different color or size.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edgehovers.def =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor');
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (settings('edgeHoverColor') === 'edge') {
|
||
|
color = edge.hover_color || color;
|
||
|
} else {
|
||
|
color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
|
||
|
}
|
||
|
size *= settings('edgeHoverSizeRatio');
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y']
|
||
|
);
|
||
|
context.lineTo(
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y']
|
||
|
);
|
||
|
context.stroke();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edgehovers');
|
||
|
|
||
|
/**
|
||
|
* This hover renderer will display the edge with a different color or size.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edgehovers.curve =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1),
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
cp = {},
|
||
|
sSize = source[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'];
|
||
|
|
||
|
cp = (source.id === target.id) ?
|
||
|
sigma.utils.getSelfLoopControlPoints(sX, sY, sSize) :
|
||
|
sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (settings('edgeHoverColor') === 'edge') {
|
||
|
color = edge.hover_color || color;
|
||
|
} else {
|
||
|
color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
if (source.id === target.id) {
|
||
|
context.bezierCurveTo(cp.x1, cp.y1, cp.x2, cp.y2, tX, tY);
|
||
|
} else {
|
||
|
context.quadraticCurveTo(cp.x, cp.y, tX, tY);
|
||
|
}
|
||
|
context.stroke();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edgehovers');
|
||
|
|
||
|
/**
|
||
|
* This hover renderer will display the edge with a different color or size.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edgehovers.arrow =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
size = edge[prefix + 'size'] || 1,
|
||
|
tSize = target[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'];
|
||
|
|
||
|
size = (edge.hover) ?
|
||
|
settings('edgeHoverSizeRatio') * size : size;
|
||
|
var aSize = size * 2.5,
|
||
|
d = Math.sqrt(Math.pow(tX - sX, 2) + Math.pow(tY - sY, 2)),
|
||
|
aX = sX + (tX - sX) * (d - aSize - tSize) / d,
|
||
|
aY = sY + (tY - sY) * (d - aSize - tSize) / d,
|
||
|
vX = (tX - sX) * aSize / d,
|
||
|
vY = (tY - sY) * aSize / d;
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (settings('edgeHoverColor') === 'edge') {
|
||
|
color = edge.hover_color || color;
|
||
|
} else {
|
||
|
color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
context.lineTo(
|
||
|
aX,
|
||
|
aY
|
||
|
);
|
||
|
context.stroke();
|
||
|
|
||
|
context.fillStyle = color;
|
||
|
context.beginPath();
|
||
|
context.moveTo(aX + vX, aY + vY);
|
||
|
context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
|
||
|
context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
|
||
|
context.lineTo(aX + vX, aY + vY);
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.canvas.edgehovers');
|
||
|
|
||
|
/**
|
||
|
* This hover renderer will display the edge with a different color or size.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.edgehovers.curvedArrow =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor'),
|
||
|
cp = {},
|
||
|
size = settings('edgeHoverSizeRatio') * (edge[prefix + 'size'] || 1),
|
||
|
tSize = target[prefix + 'size'],
|
||
|
sX = source[prefix + 'x'],
|
||
|
sY = source[prefix + 'y'],
|
||
|
tX = target[prefix + 'x'],
|
||
|
tY = target[prefix + 'y'],
|
||
|
d,
|
||
|
aSize,
|
||
|
aX,
|
||
|
aY,
|
||
|
vX,
|
||
|
vY;
|
||
|
|
||
|
cp = (source.id === target.id) ?
|
||
|
sigma.utils.getSelfLoopControlPoints(sX, sY, tSize) :
|
||
|
sigma.utils.getQuadraticControlPoint(sX, sY, tX, tY);
|
||
|
|
||
|
if (source.id === target.id) {
|
||
|
d = Math.sqrt(Math.pow(tX - cp.x1, 2) + Math.pow(tY - cp.y1, 2));
|
||
|
aSize = size * 2.5;
|
||
|
aX = cp.x1 + (tX - cp.x1) * (d - aSize - tSize) / d;
|
||
|
aY = cp.y1 + (tY - cp.y1) * (d - aSize - tSize) / d;
|
||
|
vX = (tX - cp.x1) * aSize / d;
|
||
|
vY = (tY - cp.y1) * aSize / d;
|
||
|
}
|
||
|
else {
|
||
|
d = Math.sqrt(Math.pow(tX - cp.x, 2) + Math.pow(tY - cp.y, 2));
|
||
|
aSize = size * 2.5;
|
||
|
aX = cp.x + (tX - cp.x) * (d - aSize - tSize) / d;
|
||
|
aY = cp.y + (tY - cp.y) * (d - aSize - tSize) / d;
|
||
|
vX = (tX - cp.x) * aSize / d;
|
||
|
vY = (tY - cp.y) * aSize / d;
|
||
|
}
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (settings('edgeHoverColor') === 'edge') {
|
||
|
color = edge.hover_color || color;
|
||
|
} else {
|
||
|
color = edge.hover_color || settings('defaultEdgeHoverColor') || color;
|
||
|
}
|
||
|
|
||
|
context.strokeStyle = color;
|
||
|
context.lineWidth = size;
|
||
|
context.beginPath();
|
||
|
context.moveTo(sX, sY);
|
||
|
if (source.id === target.id) {
|
||
|
context.bezierCurveTo(cp.x2, cp.y2, cp.x1, cp.y1, aX, aY);
|
||
|
} else {
|
||
|
context.quadraticCurveTo(cp.x, cp.y, aX, aY);
|
||
|
}
|
||
|
context.stroke();
|
||
|
|
||
|
context.fillStyle = color;
|
||
|
context.beginPath();
|
||
|
context.moveTo(aX + vX, aY + vY);
|
||
|
context.lineTo(aX + vY * 0.6, aY - vX * 0.6);
|
||
|
context.lineTo(aX - vY * 0.6, aY + vX * 0.6);
|
||
|
context.lineTo(aX + vX, aY + vY);
|
||
|
context.closePath();
|
||
|
context.fill();
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.canvas.extremities');
|
||
|
|
||
|
/**
|
||
|
* The default renderer for hovered edge extremities. It renders the edge
|
||
|
* extremities as hovered.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source node The edge source node.
|
||
|
* @param {object} target node The edge target node.
|
||
|
* @param {CanvasRenderingContext2D} context The canvas context.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
sigma.canvas.extremities.def =
|
||
|
function(edge, source, target, context, settings) {
|
||
|
// Source Node:
|
||
|
(
|
||
|
sigma.canvas.hovers[source.type] ||
|
||
|
sigma.canvas.hovers.def
|
||
|
) (
|
||
|
source, context, settings
|
||
|
);
|
||
|
|
||
|
// Target Node:
|
||
|
(
|
||
|
sigma.canvas.hovers[target.type] ||
|
||
|
sigma.canvas.hovers.def
|
||
|
) (
|
||
|
target, context, settings
|
||
|
);
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.svg.utils');
|
||
|
|
||
|
/**
|
||
|
* Some useful functions used by sigma's SVG renderer.
|
||
|
*/
|
||
|
sigma.svg.utils = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element show.
|
||
|
*
|
||
|
* @param {DOMElement} element The DOM element to show.
|
||
|
*/
|
||
|
show: function(element) {
|
||
|
element.style.display = '';
|
||
|
return this;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* SVG Element hide.
|
||
|
*
|
||
|
* @param {DOMElement} element The DOM element to hide.
|
||
|
*/
|
||
|
hide: function(element) {
|
||
|
element.style.display = 'none';
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.svg.nodes');
|
||
|
|
||
|
/**
|
||
|
* The default node renderer. It renders the node as a simple disc.
|
||
|
*/
|
||
|
sigma.svg.nodes.def = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element creation.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
create: function(node, settings) {
|
||
|
var prefix = settings('prefix') || '',
|
||
|
circle = document.createElementNS(settings('xmlns'), 'circle');
|
||
|
|
||
|
// Defining the node's circle
|
||
|
circle.setAttributeNS(null, 'data-node-id', node.id);
|
||
|
circle.setAttributeNS(null, 'class', settings('classPrefix') + '-node');
|
||
|
circle.setAttributeNS(
|
||
|
null, 'fill', node.color || settings('defaultNodeColor'));
|
||
|
|
||
|
// Returning the DOM Element
|
||
|
return circle;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* SVG Element update.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {DOMElement} circle The node DOM element.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
update: function(node, circle, settings) {
|
||
|
var prefix = settings('prefix') || '';
|
||
|
|
||
|
// Applying changes
|
||
|
// TODO: optimize - check if necessary
|
||
|
circle.setAttributeNS(null, 'cx', node[prefix + 'x']);
|
||
|
circle.setAttributeNS(null, 'cy', node[prefix + 'y']);
|
||
|
circle.setAttributeNS(null, 'r', node[prefix + 'size']);
|
||
|
|
||
|
// Updating only if not freestyle
|
||
|
if (!settings('freeStyle'))
|
||
|
circle.setAttributeNS(
|
||
|
null, 'fill', node.color || settings('defaultNodeColor'));
|
||
|
|
||
|
// Showing
|
||
|
circle.style.display = '';
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.svg.edges');
|
||
|
|
||
|
/**
|
||
|
* The default edge renderer. It renders the node as a simple line.
|
||
|
*/
|
||
|
sigma.svg.edges.def = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element creation.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source The source node object.
|
||
|
* @param {object} target The target node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
create: function(edge, source, target, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor');
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
var line = document.createElementNS(settings('xmlns'), 'line');
|
||
|
|
||
|
// Attributes
|
||
|
line.setAttributeNS(null, 'data-edge-id', edge.id);
|
||
|
line.setAttributeNS(null, 'class', settings('classPrefix') + '-edge');
|
||
|
line.setAttributeNS(null, 'stroke', color);
|
||
|
|
||
|
return line;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* SVG Element update.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {DOMElement} line The line DOM Element.
|
||
|
* @param {object} source The source node object.
|
||
|
* @param {object} target The target node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
update: function(edge, line, source, target, settings) {
|
||
|
var prefix = settings('prefix') || '';
|
||
|
|
||
|
line.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1);
|
||
|
line.setAttributeNS(null, 'x1', source[prefix + 'x']);
|
||
|
line.setAttributeNS(null, 'y1', source[prefix + 'y']);
|
||
|
line.setAttributeNS(null, 'x2', target[prefix + 'x']);
|
||
|
line.setAttributeNS(null, 'y2', target[prefix + 'y']);
|
||
|
|
||
|
// Showing
|
||
|
line.style.display = '';
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function() {
|
||
|
'use strict';
|
||
|
|
||
|
sigma.utils.pkg('sigma.svg.edges');
|
||
|
|
||
|
/**
|
||
|
* The curve edge renderer. It renders the node as a bezier curve.
|
||
|
*/
|
||
|
sigma.svg.edges.curve = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element creation.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {object} source The source node object.
|
||
|
* @param {object} target The target node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
create: function(edge, source, target, settings) {
|
||
|
var color = edge.color,
|
||
|
prefix = settings('prefix') || '',
|
||
|
edgeColor = settings('edgeColor'),
|
||
|
defaultNodeColor = settings('defaultNodeColor'),
|
||
|
defaultEdgeColor = settings('defaultEdgeColor');
|
||
|
|
||
|
if (!color)
|
||
|
switch (edgeColor) {
|
||
|
case 'source':
|
||
|
color = source.color || defaultNodeColor;
|
||
|
break;
|
||
|
case 'target':
|
||
|
color = target.color || defaultNodeColor;
|
||
|
break;
|
||
|
default:
|
||
|
color = defaultEdgeColor;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
var path = document.createElementNS(settings('xmlns'), 'path');
|
||
|
|
||
|
// Attributes
|
||
|
path.setAttributeNS(null, 'data-edge-id', edge.id);
|
||
|
path.setAttributeNS(null, 'class', settings('classPrefix') + '-edge');
|
||
|
path.setAttributeNS(null, 'stroke', color);
|
||
|
|
||
|
return path;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* SVG Element update.
|
||
|
*
|
||
|
* @param {object} edge The edge object.
|
||
|
* @param {DOMElement} line The line DOM Element.
|
||
|
* @param {object} source The source node object.
|
||
|
* @param {object} target The target node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
update: function(edge, path, source, target, settings) {
|
||
|
var prefix = settings('prefix') || '';
|
||
|
|
||
|
path.setAttributeNS(null, 'stroke-width', edge[prefix + 'size'] || 1);
|
||
|
|
||
|
// Control point
|
||
|
var cx = (source[prefix + 'x'] + target[prefix + 'x']) / 2 +
|
||
|
(target[prefix + 'y'] - source[prefix + 'y']) / 4,
|
||
|
cy = (source[prefix + 'y'] + target[prefix + 'y']) / 2 +
|
||
|
(source[prefix + 'x'] - target[prefix + 'x']) / 4;
|
||
|
|
||
|
// Path
|
||
|
var p = 'M' + source[prefix + 'x'] + ',' + source[prefix + 'y'] + ' ' +
|
||
|
'Q' + cx + ',' + cy + ' ' +
|
||
|
target[prefix + 'x'] + ',' + target[prefix + 'y'];
|
||
|
|
||
|
// Updating attributes
|
||
|
path.setAttributeNS(null, 'd', p);
|
||
|
path.setAttributeNS(null, 'fill', 'none');
|
||
|
|
||
|
// Showing
|
||
|
path.style.display = '';
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.svg.labels');
|
||
|
|
||
|
/**
|
||
|
* The default label renderer. It renders the label as a simple text.
|
||
|
*/
|
||
|
sigma.svg.labels.def = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element creation.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
create: function(node, settings) {
|
||
|
var prefix = settings('prefix') || '',
|
||
|
size = node[prefix + 'size'],
|
||
|
text = document.createElementNS(settings('xmlns'), 'text');
|
||
|
|
||
|
var fontSize = (settings('labelSize') === 'fixed') ?
|
||
|
settings('defaultLabelSize') :
|
||
|
settings('labelSizeRatio') * size;
|
||
|
|
||
|
var fontColor = (settings('labelColor') === 'node') ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultLabelColor');
|
||
|
|
||
|
text.setAttributeNS(null, 'data-label-target', node.id);
|
||
|
text.setAttributeNS(null, 'class', settings('classPrefix') + '-label');
|
||
|
text.setAttributeNS(null, 'font-size', fontSize);
|
||
|
text.setAttributeNS(null, 'font-family', settings('font'));
|
||
|
text.setAttributeNS(null, 'fill', fontColor);
|
||
|
|
||
|
text.innerHTML = node.label;
|
||
|
text.textContent = node.label;
|
||
|
|
||
|
return text;
|
||
|
},
|
||
|
|
||
|
/**
|
||
|
* SVG Element update.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {DOMElement} text The label DOM element.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
update: function(node, text, settings) {
|
||
|
var prefix = settings('prefix') || '',
|
||
|
size = node[prefix + 'size'];
|
||
|
|
||
|
var fontSize = (settings('labelSize') === 'fixed') ?
|
||
|
settings('defaultLabelSize') :
|
||
|
settings('labelSizeRatio') * size;
|
||
|
|
||
|
// Case when we don't want to display the label
|
||
|
if (!settings('forceLabels') && size < settings('labelThreshold'))
|
||
|
return;
|
||
|
|
||
|
if (typeof node.label !== 'string')
|
||
|
return;
|
||
|
|
||
|
// Updating
|
||
|
text.setAttributeNS(null, 'x',
|
||
|
Math.round(node[prefix + 'x'] + size + 3));
|
||
|
text.setAttributeNS(null, 'y',
|
||
|
Math.round(node[prefix + 'y'] + fontSize / 3));
|
||
|
|
||
|
// Showing
|
||
|
text.style.display = '';
|
||
|
|
||
|
return this;
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.svg.hovers');
|
||
|
|
||
|
/**
|
||
|
* The default hover renderer.
|
||
|
*/
|
||
|
sigma.svg.hovers.def = {
|
||
|
|
||
|
/**
|
||
|
* SVG Element creation.
|
||
|
*
|
||
|
* @param {object} node The node object.
|
||
|
* @param {CanvasElement} measurementCanvas A fake canvas handled by
|
||
|
* the svg to perform some measurements and
|
||
|
* passed by the renderer.
|
||
|
* @param {DOMElement} nodeCircle The node DOM Element.
|
||
|
* @param {configurable} settings The settings function.
|
||
|
*/
|
||
|
create: function(node, nodeCircle, measurementCanvas, settings) {
|
||
|
|
||
|
// Defining visual properties
|
||
|
var x,
|
||
|
y,
|
||
|
w,
|
||
|
h,
|
||
|
e,
|
||
|
d,
|
||
|
fontStyle = settings('hoverFontStyle') || settings('fontStyle'),
|
||
|
prefix = settings('prefix') || '',
|
||
|
size = node[prefix + 'size'],
|
||
|
fontSize = (settings('labelSize') === 'fixed') ?
|
||
|
settings('defaultLabelSize') :
|
||
|
settings('labelSizeRatio') * size,
|
||
|
fontColor = (settings('labelHoverColor') === 'node') ?
|
||
|
(node.color || settings('defaultNodeColor')) :
|
||
|
settings('defaultLabelHoverColor');
|
||
|
|
||
|
// Creating elements
|
||
|
var group = document.createElementNS(settings('xmlns'), 'g'),
|
||
|
rectangle = document.createElementNS(settings('xmlns'), 'rect'),
|
||
|
circle = document.createElementNS(settings('xmlns'), 'circle'),
|
||
|
text = document.createElementNS(settings('xmlns'), 'text');
|
||
|
|
||
|
// Defining properties
|
||
|
group.setAttributeNS(null, 'class', settings('classPrefix') + '-hover');
|
||
|
group.setAttributeNS(null, 'data-node-id', node.id);
|
||
|
|
||
|
if (typeof node.label === 'string') {
|
||
|
|
||
|
// Text
|
||
|
text.innerHTML = node.label;
|
||
|
text.textContent = node.label;
|
||
|
text.setAttributeNS(
|
||
|
null,
|
||
|
'class',
|
||
|
settings('classPrefix') + '-hover-label');
|
||
|
text.setAttributeNS(null, 'font-size', fontSize);
|
||
|
text.setAttributeNS(null, 'font-family', settings('font'));
|
||
|
text.setAttributeNS(null, 'fill', fontColor);
|
||
|
text.setAttributeNS(null, 'x',
|
||
|
Math.round(node[prefix + 'x'] + size + 3));
|
||
|
text.setAttributeNS(null, 'y',
|
||
|
Math.round(node[prefix + 'y'] + fontSize / 3));
|
||
|
|
||
|
// Measures
|
||
|
// OPTIMIZE: Find a better way than a measurement canvas
|
||
|
x = Math.round(node[prefix + 'x'] - fontSize / 2 - 2);
|
||
|
y = Math.round(node[prefix + 'y'] - fontSize / 2 - 2);
|
||
|
w = Math.round(
|
||
|
measurementCanvas.measureText(node.label).width +
|
||
|
fontSize / 2 + size + 9
|
||
|
);
|
||
|
h = Math.round(fontSize + 4);
|
||
|
e = Math.round(fontSize / 2 + 2);
|
||
|
|
||
|
// Circle
|
||
|
circle.setAttributeNS(
|
||
|
null,
|
||
|
'class',
|
||
|
settings('classPrefix') + '-hover-area');
|
||
|
circle.setAttributeNS(null, 'fill', '#fff');
|
||
|
circle.setAttributeNS(null, 'cx', node[prefix + 'x']);
|
||
|
circle.setAttributeNS(null, 'cy', node[prefix + 'y']);
|
||
|
circle.setAttributeNS(null, 'r', e);
|
||
|
|
||
|
// Rectangle
|
||
|
rectangle.setAttributeNS(
|
||
|
null,
|
||
|
'class',
|
||
|
settings('classPrefix') + '-hover-area');
|
||
|
rectangle.setAttributeNS(null, 'fill', '#fff');
|
||
|
rectangle.setAttributeNS(null, 'x', node[prefix + 'x'] + e / 4);
|
||
|
rectangle.setAttributeNS(null, 'y', node[prefix + 'y'] - e);
|
||
|
rectangle.setAttributeNS(null, 'width', w);
|
||
|
rectangle.setAttributeNS(null, 'height', h);
|
||
|
}
|
||
|
|
||
|
// Appending childs
|
||
|
group.appendChild(circle);
|
||
|
group.appendChild(rectangle);
|
||
|
group.appendChild(text);
|
||
|
group.appendChild(nodeCircle);
|
||
|
|
||
|
return group;
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.middlewares');
|
||
|
sigma.utils.pkg('sigma.utils');
|
||
|
|
||
|
/**
|
||
|
* This middleware will rescale the graph such that it takes an optimal space
|
||
|
* on the renderer.
|
||
|
*
|
||
|
* As each middleware, this function is executed in the scope of the sigma
|
||
|
* instance.
|
||
|
*
|
||
|
* @param {?string} readPrefix The read prefix.
|
||
|
* @param {?string} writePrefix The write prefix.
|
||
|
* @param {object} options The parameters.
|
||
|
*/
|
||
|
sigma.middlewares.rescale = function(readPrefix, writePrefix, options) {
|
||
|
var i,
|
||
|
l,
|
||
|
a,
|
||
|
b,
|
||
|
c,
|
||
|
d,
|
||
|
scale,
|
||
|
margin,
|
||
|
n = this.graph.nodes(),
|
||
|
e = this.graph.edges(),
|
||
|
settings = this.settings.embedObjects(options || {}),
|
||
|
bounds = settings('bounds') || sigma.utils.getBoundaries(
|
||
|
this.graph,
|
||
|
readPrefix,
|
||
|
true
|
||
|
),
|
||
|
minX = bounds.minX,
|
||
|
minY = bounds.minY,
|
||
|
maxX = bounds.maxX,
|
||
|
maxY = bounds.maxY,
|
||
|
sizeMax = bounds.sizeMax,
|
||
|
weightMax = bounds.weightMax,
|
||
|
w = settings('width') || 1,
|
||
|
h = settings('height') || 1,
|
||
|
rescaleSettings = settings('autoRescale'),
|
||
|
validSettings = {
|
||
|
nodePosition: 1,
|
||
|
nodeSize: 1,
|
||
|
edgeSize: 1
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* What elements should we rescale?
|
||
|
*/
|
||
|
if (!(rescaleSettings instanceof Array))
|
||
|
rescaleSettings = ['nodePosition', 'nodeSize', 'edgeSize'];
|
||
|
|
||
|
for (i = 0, l = rescaleSettings.length; i < l; i++)
|
||
|
if (!validSettings[rescaleSettings[i]])
|
||
|
throw new Error(
|
||
|
'The rescale setting "' + rescaleSettings[i] + '" is not recognized.'
|
||
|
);
|
||
|
|
||
|
var np = ~rescaleSettings.indexOf('nodePosition'),
|
||
|
ns = ~rescaleSettings.indexOf('nodeSize'),
|
||
|
es = ~rescaleSettings.indexOf('edgeSize');
|
||
|
|
||
|
/**
|
||
|
* First, we compute the scaling ratio, without considering the sizes
|
||
|
* of the nodes : Each node will have its center in the canvas, but might
|
||
|
* be partially out of it.
|
||
|
*/
|
||
|
scale = settings('scalingMode') === 'outside' ?
|
||
|
Math.max(
|
||
|
w / Math.max(maxX - minX, 1),
|
||
|
h / Math.max(maxY - minY, 1)
|
||
|
) :
|
||
|
Math.min(
|
||
|
w / Math.max(maxX - minX, 1),
|
||
|
h / Math.max(maxY - minY, 1)
|
||
|
);
|
||
|
|
||
|
/**
|
||
|
* Then, we correct that scaling ratio considering a margin, which is
|
||
|
* basically the size of the biggest node.
|
||
|
* This has to be done as a correction since to compare the size of the
|
||
|
* biggest node to the X and Y values, we have to first get an
|
||
|
* approximation of the scaling ratio.
|
||
|
**/
|
||
|
margin =
|
||
|
(
|
||
|
settings('rescaleIgnoreSize') ?
|
||
|
0 :
|
||
|
(settings('maxNodeSize') || sizeMax) / scale
|
||
|
) +
|
||
|
(settings('sideMargin') || 0);
|
||
|
maxX += margin;
|
||
|
minX -= margin;
|
||
|
maxY += margin;
|
||
|
minY -= margin;
|
||
|
|
||
|
// Fix the scaling with the new extrema:
|
||
|
scale = settings('scalingMode') === 'outside' ?
|
||
|
Math.max(
|
||
|
w / Math.max(maxX - minX, 1),
|
||
|
h / Math.max(maxY - minY, 1)
|
||
|
) :
|
||
|
Math.min(
|
||
|
w / Math.max(maxX - minX, 1),
|
||
|
h / Math.max(maxY - minY, 1)
|
||
|
);
|
||
|
|
||
|
// Size homothetic parameters:
|
||
|
if (!settings('maxNodeSize') && !settings('minNodeSize')) {
|
||
|
a = 1;
|
||
|
b = 0;
|
||
|
} else if (settings('maxNodeSize') === settings('minNodeSize')) {
|
||
|
a = 0;
|
||
|
b = +settings('maxNodeSize');
|
||
|
} else {
|
||
|
a = (settings('maxNodeSize') - settings('minNodeSize')) / sizeMax;
|
||
|
b = +settings('minNodeSize');
|
||
|
}
|
||
|
|
||
|
if (!settings('maxEdgeSize') && !settings('minEdgeSize')) {
|
||
|
c = 1;
|
||
|
d = 0;
|
||
|
} else if (settings('maxEdgeSize') === settings('minEdgeSize')) {
|
||
|
c = 0;
|
||
|
d = +settings('minEdgeSize');
|
||
|
} else {
|
||
|
c = (settings('maxEdgeSize') - settings('minEdgeSize')) / weightMax;
|
||
|
d = +settings('minEdgeSize');
|
||
|
}
|
||
|
|
||
|
// Rescale the nodes and edges:
|
||
|
for (i = 0, l = e.length; i < l; i++)
|
||
|
e[i][writePrefix + 'size'] =
|
||
|
e[i][readPrefix + 'size'] * (es ? c : 1) + (es ? d : 0);
|
||
|
|
||
|
for (i = 0, l = n.length; i < l; i++) {
|
||
|
n[i][writePrefix + 'size'] =
|
||
|
n[i][readPrefix + 'size'] * (ns ? a : 1) + (ns ? b : 0);
|
||
|
n[i][writePrefix + 'x'] =
|
||
|
(n[i][readPrefix + 'x'] - (maxX + minX) / 2) * (np ? scale : 1);
|
||
|
n[i][writePrefix + 'y'] =
|
||
|
(n[i][readPrefix + 'y'] - (maxY + minY) / 2) * (np ? scale : 1);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
sigma.utils.getBoundaries = function(graph, prefix, doEdges) {
|
||
|
var i,
|
||
|
l,
|
||
|
e = graph.edges(),
|
||
|
n = graph.nodes(),
|
||
|
weightMax = -Infinity,
|
||
|
sizeMax = -Infinity,
|
||
|
minX = Infinity,
|
||
|
minY = Infinity,
|
||
|
maxX = -Infinity,
|
||
|
maxY = -Infinity;
|
||
|
|
||
|
if (doEdges)
|
||
|
for (i = 0, l = e.length; i < l; i++)
|
||
|
weightMax = Math.max(e[i][prefix + 'size'], weightMax);
|
||
|
|
||
|
for (i = 0, l = n.length; i < l; i++) {
|
||
|
sizeMax = Math.max(n[i][prefix + 'size'], sizeMax);
|
||
|
maxX = Math.max(n[i][prefix + 'x'], maxX);
|
||
|
minX = Math.min(n[i][prefix + 'x'], minX);
|
||
|
maxY = Math.max(n[i][prefix + 'y'], maxY);
|
||
|
minY = Math.min(n[i][prefix + 'y'], minY);
|
||
|
}
|
||
|
|
||
|
weightMax = weightMax || 1;
|
||
|
sizeMax = sizeMax || 1;
|
||
|
|
||
|
return {
|
||
|
weightMax: weightMax,
|
||
|
sizeMax: sizeMax,
|
||
|
minX: minX,
|
||
|
minY: minY,
|
||
|
maxX: maxX,
|
||
|
maxY: maxY
|
||
|
};
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.middlewares');
|
||
|
|
||
|
/**
|
||
|
* This middleware will just copy the graphic properties.
|
||
|
*
|
||
|
* @param {?string} readPrefix The read prefix.
|
||
|
* @param {?string} writePrefix The write prefix.
|
||
|
*/
|
||
|
sigma.middlewares.copy = function(readPrefix, writePrefix) {
|
||
|
var i,
|
||
|
l,
|
||
|
a;
|
||
|
|
||
|
if (writePrefix + '' === readPrefix + '')
|
||
|
return;
|
||
|
|
||
|
a = this.graph.nodes();
|
||
|
for (i = 0, l = a.length; i < l; i++) {
|
||
|
a[i][writePrefix + 'x'] = a[i][readPrefix + 'x'];
|
||
|
a[i][writePrefix + 'y'] = a[i][readPrefix + 'y'];
|
||
|
a[i][writePrefix + 'size'] = a[i][readPrefix + 'size'];
|
||
|
}
|
||
|
|
||
|
a = this.graph.edges();
|
||
|
for (i = 0, l = a.length; i < l; i++)
|
||
|
a[i][writePrefix + 'size'] = a[i][readPrefix + 'size'];
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.misc.animation.running');
|
||
|
|
||
|
/**
|
||
|
* Generates a unique ID for the animation.
|
||
|
*
|
||
|
* @return {string} Returns the new ID.
|
||
|
*/
|
||
|
var _getID = (function() {
|
||
|
var id = 0;
|
||
|
return function() {
|
||
|
return '' + (++id);
|
||
|
};
|
||
|
})();
|
||
|
|
||
|
/**
|
||
|
* This function animates a camera. It has to be called with the camera to
|
||
|
* animate, the values of the coordinates to reach and eventually some
|
||
|
* options. It returns a number id, that you can use to kill the animation,
|
||
|
* with the method sigma.misc.animation.kill(id).
|
||
|
*
|
||
|
* The available options are:
|
||
|
*
|
||
|
* {?number} duration The duration of the animation.
|
||
|
* {?function} onNewFrame A callback to execute when the animation
|
||
|
* enter a new frame.
|
||
|
* {?function} onComplete A callback to execute when the animation
|
||
|
* is completed or killed.
|
||
|
* {?(string|function)} easing The name of a function from the package
|
||
|
* sigma.utils.easings, or a custom easing
|
||
|
* function.
|
||
|
*
|
||
|
* @param {camera} camera The camera to animate.
|
||
|
* @param {object} target The coordinates to reach.
|
||
|
* @param {?object} options Eventually an object to specify some options to
|
||
|
* the function. The available options are
|
||
|
* presented in the description of the function.
|
||
|
* @return {number} The animation id, to make it easy to kill
|
||
|
* through the method "sigma.misc.animation.kill".
|
||
|
*/
|
||
|
sigma.misc.animation.camera = function(camera, val, options) {
|
||
|
if (
|
||
|
!(camera instanceof sigma.classes.camera) ||
|
||
|
typeof val !== 'object' ||
|
||
|
!val
|
||
|
)
|
||
|
throw 'animation.camera: Wrong arguments.';
|
||
|
|
||
|
if (
|
||
|
typeof val.x !== 'number' &&
|
||
|
typeof val.y !== 'number' &&
|
||
|
typeof val.ratio !== 'number' &&
|
||
|
typeof val.angle !== 'number'
|
||
|
)
|
||
|
throw 'There must be at least one valid coordinate in the given val.';
|
||
|
|
||
|
var fn,
|
||
|
id,
|
||
|
anim,
|
||
|
easing,
|
||
|
duration,
|
||
|
initialVal,
|
||
|
o = options || {},
|
||
|
start = sigma.utils.dateNow();
|
||
|
|
||
|
// Store initial values:
|
||
|
initialVal = {
|
||
|
x: camera.x,
|
||
|
y: camera.y,
|
||
|
ratio: camera.ratio,
|
||
|
angle: camera.angle
|
||
|
};
|
||
|
|
||
|
duration = o.duration;
|
||
|
easing = typeof o.easing !== 'function' ?
|
||
|
sigma.utils.easings[o.easing || 'quadraticInOut'] :
|
||
|
o.easing;
|
||
|
|
||
|
fn = function() {
|
||
|
var coef,
|
||
|
t = o.duration ? (sigma.utils.dateNow() - start) / o.duration : 1;
|
||
|
|
||
|
// If the animation is over:
|
||
|
if (t >= 1) {
|
||
|
camera.isAnimated = false;
|
||
|
camera.goTo({
|
||
|
x: val.x !== undefined ? val.x : initialVal.x,
|
||
|
y: val.y !== undefined ? val.y : initialVal.y,
|
||
|
ratio: val.ratio !== undefined ? val.ratio : initialVal.ratio,
|
||
|
angle: val.angle !== undefined ? val.angle : initialVal.angle
|
||
|
});
|
||
|
|
||
|
cancelAnimationFrame(id);
|
||
|
delete sigma.misc.animation.running[id];
|
||
|
|
||
|
// Check callbacks:
|
||
|
if (typeof o.onComplete === 'function')
|
||
|
o.onComplete();
|
||
|
|
||
|
// Else, let's keep going:
|
||
|
} else {
|
||
|
coef = easing(t);
|
||
|
camera.isAnimated = true;
|
||
|
camera.goTo({
|
||
|
x: val.x !== undefined ?
|
||
|
initialVal.x + (val.x - initialVal.x) * coef :
|
||
|
initialVal.x,
|
||
|
y: val.y !== undefined ?
|
||
|
initialVal.y + (val.y - initialVal.y) * coef :
|
||
|
initialVal.y,
|
||
|
ratio: val.ratio !== undefined ?
|
||
|
initialVal.ratio + (val.ratio - initialVal.ratio) * coef :
|
||
|
initialVal.ratio,
|
||
|
angle: val.angle !== undefined ?
|
||
|
initialVal.angle + (val.angle - initialVal.angle) * coef :
|
||
|
initialVal.angle
|
||
|
});
|
||
|
|
||
|
// Check callbacks:
|
||
|
if (typeof o.onNewFrame === 'function')
|
||
|
o.onNewFrame();
|
||
|
|
||
|
anim.frameId = requestAnimationFrame(fn);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
id = _getID();
|
||
|
anim = {
|
||
|
frameId: requestAnimationFrame(fn),
|
||
|
target: camera,
|
||
|
type: 'camera',
|
||
|
options: o,
|
||
|
fn: fn
|
||
|
};
|
||
|
sigma.misc.animation.running[id] = anim;
|
||
|
|
||
|
return id;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Kills a running animation. It triggers the eventual onComplete callback.
|
||
|
*
|
||
|
* @param {number} id The id of the animation to kill.
|
||
|
* @return {object} Returns the sigma.misc.animation package.
|
||
|
*/
|
||
|
sigma.misc.animation.kill = function(id) {
|
||
|
if (arguments.length !== 1 || typeof id !== 'number')
|
||
|
throw 'animation.kill: Wrong arguments.';
|
||
|
|
||
|
var o = sigma.misc.animation.running[id];
|
||
|
|
||
|
if (o) {
|
||
|
cancelAnimationFrame(id);
|
||
|
delete sigma.misc.animation.running[o.frameId];
|
||
|
|
||
|
if (o.type === 'camera')
|
||
|
o.target.isAnimated = false;
|
||
|
|
||
|
// Check callbacks:
|
||
|
if (typeof (o.options || {}).onComplete === 'function')
|
||
|
o.options.onComplete();
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Kills every running animations, or only the one with the specified type,
|
||
|
* if a string parameter is given.
|
||
|
*
|
||
|
* @param {?(string|object)} filter A string to filter the animations to kill
|
||
|
* on their type (example: "camera"), or an
|
||
|
* object to filter on their target.
|
||
|
* @return {number} Returns the number of animations killed
|
||
|
* that way.
|
||
|
*/
|
||
|
sigma.misc.animation.killAll = function(filter) {
|
||
|
var o,
|
||
|
id,
|
||
|
count = 0,
|
||
|
type = typeof filter === 'string' ? filter : null,
|
||
|
target = typeof filter === 'object' ? filter : null,
|
||
|
running = sigma.misc.animation.running;
|
||
|
|
||
|
for (id in running)
|
||
|
if (
|
||
|
(!type || running[id].type === type) &&
|
||
|
(!target || running[id].target === target)
|
||
|
) {
|
||
|
o = sigma.misc.animation.running[id];
|
||
|
cancelAnimationFrame(o.frameId);
|
||
|
delete sigma.misc.animation.running[id];
|
||
|
|
||
|
if (o.type === 'camera')
|
||
|
o.target.isAnimated = false;
|
||
|
|
||
|
// Increment counter:
|
||
|
count++;
|
||
|
|
||
|
// Check callbacks:
|
||
|
if (typeof (o.options || {}).onComplete === 'function')
|
||
|
o.options.onComplete();
|
||
|
}
|
||
|
|
||
|
return count;
|
||
|
};
|
||
|
|
||
|
/**
|
||
|
* Returns "true" if any animation that is currently still running matches
|
||
|
* the filter given to the function.
|
||
|
*
|
||
|
* @param {string|object} filter A string to filter the animations to kill
|
||
|
* on their type (example: "camera"), or an
|
||
|
* object to filter on their target.
|
||
|
* @return {boolean} Returns true if any running animation
|
||
|
* matches.
|
||
|
*/
|
||
|
sigma.misc.animation.has = function(filter) {
|
||
|
var id,
|
||
|
type = typeof filter === 'string' ? filter : null,
|
||
|
target = typeof filter === 'object' ? filter : null,
|
||
|
running = sigma.misc.animation.running;
|
||
|
|
||
|
for (id in running)
|
||
|
if (
|
||
|
(!type || running[id].type === type) &&
|
||
|
(!target || running[id].target === target)
|
||
|
)
|
||
|
return true;
|
||
|
|
||
|
return false;
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.misc');
|
||
|
|
||
|
/**
|
||
|
* This helper will bind any no-DOM renderer (for instance canvas or WebGL)
|
||
|
* to its captors, to properly dispatch the good events to the sigma instance
|
||
|
* to manage clicking, hovering etc...
|
||
|
*
|
||
|
* It has to be called in the scope of the related renderer.
|
||
|
*/
|
||
|
sigma.misc.bindEvents = function(prefix) {
|
||
|
var i,
|
||
|
l,
|
||
|
mX,
|
||
|
mY,
|
||
|
captor,
|
||
|
self = this;
|
||
|
|
||
|
function getNodes(e) {
|
||
|
if (e) {
|
||
|
mX = 'x' in e.data ? e.data.x : mX;
|
||
|
mY = 'y' in e.data ? e.data.y : mY;
|
||
|
}
|
||
|
|
||
|
var i,
|
||
|
j,
|
||
|
l,
|
||
|
n,
|
||
|
x,
|
||
|
y,
|
||
|
s,
|
||
|
inserted,
|
||
|
selected = [],
|
||
|
modifiedX = mX + self.width / 2,
|
||
|
modifiedY = mY + self.height / 2,
|
||
|
point = self.camera.cameraPosition(
|
||
|
mX,
|
||
|
mY
|
||
|
),
|
||
|
nodes = self.camera.quadtree.point(
|
||
|
point.x,
|
||
|
point.y
|
||
|
);
|
||
|
|
||
|
if (nodes.length)
|
||
|
for (i = 0, l = nodes.length; i < l; i++) {
|
||
|
n = nodes[i];
|
||
|
x = n[prefix + 'x'];
|
||
|
y = n[prefix + 'y'];
|
||
|
s = n[prefix + 'size'];
|
||
|
|
||
|
if (
|
||
|
!n.hidden &&
|
||
|
modifiedX > x - s &&
|
||
|
modifiedX < x + s &&
|
||
|
modifiedY > y - s &&
|
||
|
modifiedY < y + s &&
|
||
|
Math.sqrt(
|
||
|
Math.pow(modifiedX - x, 2) +
|
||
|
Math.pow(modifiedY - y, 2)
|
||
|
) < s
|
||
|
) {
|
||
|
// Insert the node:
|
||
|
inserted = false;
|
||
|
|
||
|
for (j = 0; j < selected.length; j++)
|
||
|
if (n.size > selected[j].size) {
|
||
|
selected.splice(j, 0, n);
|
||
|
inserted = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!inserted)
|
||
|
selected.push(n);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return selected;
|
||
|
}
|
||
|
|
||
|
|
||
|
function getEdges(e) {
|
||
|
if (!self.settings('enableEdgeHovering')) {
|
||
|
// No event if the setting is off:
|
||
|
return [];
|
||
|
}
|
||
|
|
||
|
var isCanvas = (
|
||
|
sigma.renderers.canvas && self instanceof sigma.renderers.canvas);
|
||
|
|
||
|
if (!isCanvas) {
|
||
|
// A quick hardcoded rule to prevent people from using this feature
|
||
|
// with the WebGL renderer (which is not good enough at the moment):
|
||
|
throw new Error(
|
||
|
'The edge events feature is not compatible with the WebGL renderer'
|
||
|
);
|
||
|
}
|
||
|
|
||
|
if (e) {
|
||
|
mX = 'x' in e.data ? e.data.x : mX;
|
||
|
mY = 'y' in e.data ? e.data.y : mY;
|
||
|
}
|
||
|
|
||
|
var i,
|
||
|
j,
|
||
|
l,
|
||
|
a,
|
||
|
edge,
|
||
|
s,
|
||
|
maxEpsilon = self.settings('edgeHoverPrecision'),
|
||
|
source,
|
||
|
target,
|
||
|
cp,
|
||
|
nodeIndex = {},
|
||
|
inserted,
|
||
|
selected = [],
|
||
|
modifiedX = mX + self.width / 2,
|
||
|
modifiedY = mY + self.height / 2,
|
||
|
point = self.camera.cameraPosition(
|
||
|
mX,
|
||
|
mY
|
||
|
),
|
||
|
edges = [];
|
||
|
|
||
|
if (isCanvas) {
|
||
|
var nodesOnScreen = self.camera.quadtree.area(
|
||
|
self.camera.getRectangle(self.width, self.height)
|
||
|
);
|
||
|
for (a = nodesOnScreen, i = 0, l = a.length; i < l; i++)
|
||
|
nodeIndex[a[i].id] = a[i];
|
||
|
}
|
||
|
|
||
|
if (self.camera.edgequadtree !== undefined) {
|
||
|
edges = self.camera.edgequadtree.point(
|
||
|
point.x,
|
||
|
point.y
|
||
|
);
|
||
|
}
|
||
|
|
||
|
function insertEdge(selected, edge) {
|
||
|
inserted = false;
|
||
|
|
||
|
for (j = 0; j < selected.length; j++)
|
||
|
if (edge.size > selected[j].size) {
|
||
|
selected.splice(j, 0, edge);
|
||
|
inserted = true;
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
if (!inserted)
|
||
|
selected.push(edge);
|
||
|
}
|
||
|
|
||
|
if (edges.length)
|
||
|
for (i = 0, l = edges.length; i < l; i++) {
|
||
|
edge = edges[i];
|
||
|
source = self.graph.nodes(edge.source);
|
||
|
target = self.graph.nodes(edge.target);
|
||
|
// (HACK) we can't get edge[prefix + 'size'] on WebGL renderer:
|
||
|
s = edge[prefix + 'size'] ||
|
||
|
edge['read_' + prefix + 'size'];
|
||
|
|
||
|
// First, let's identify which edges are drawn. To do this, we keep
|
||
|
// every edges that have at least one extremity displayed according to
|
||
|
// the quadtree and the "hidden" attribute. We also do not keep hidden
|
||
|
// edges.
|
||
|
// Then, let's check if the mouse is on the edge (we suppose that it
|
||
|
// is a line segment).
|
||
|
|
||
|
if (
|
||
|
!edge.hidden &&
|
||
|
!source.hidden && !target.hidden &&
|
||
|
(!isCanvas ||
|
||
|
(nodeIndex[edge.source] || nodeIndex[edge.target])) &&
|
||
|
sigma.utils.getDistance(
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
modifiedX,
|
||
|
modifiedY) > source[prefix + 'size'] &&
|
||
|
sigma.utils.getDistance(
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y'],
|
||
|
modifiedX,
|
||
|
modifiedY) > target[prefix + 'size']
|
||
|
) {
|
||
|
if (edge.type == 'curve' || edge.type == 'curvedArrow') {
|
||
|
if (source.id === target.id) {
|
||
|
cp = sigma.utils.getSelfLoopControlPoints(
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
source[prefix + 'size']
|
||
|
);
|
||
|
if (
|
||
|
sigma.utils.isPointOnBezierCurve(
|
||
|
modifiedX,
|
||
|
modifiedY,
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y'],
|
||
|
cp.x1,
|
||
|
cp.y1,
|
||
|
cp.x2,
|
||
|
cp.y2,
|
||
|
Math.max(s, maxEpsilon)
|
||
|
)) {
|
||
|
insertEdge(selected, edge);
|
||
|
}
|
||
|
}
|
||
|
else {
|
||
|
cp = sigma.utils.getQuadraticControlPoint(
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y']);
|
||
|
if (
|
||
|
sigma.utils.isPointOnQuadraticCurve(
|
||
|
modifiedX,
|
||
|
modifiedY,
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y'],
|
||
|
cp.x,
|
||
|
cp.y,
|
||
|
Math.max(s, maxEpsilon)
|
||
|
)) {
|
||
|
insertEdge(selected, edge);
|
||
|
}
|
||
|
}
|
||
|
} else if (
|
||
|
sigma.utils.isPointOnSegment(
|
||
|
modifiedX,
|
||
|
modifiedY,
|
||
|
source[prefix + 'x'],
|
||
|
source[prefix + 'y'],
|
||
|
target[prefix + 'x'],
|
||
|
target[prefix + 'y'],
|
||
|
Math.max(s, maxEpsilon)
|
||
|
)) {
|
||
|
insertEdge(selected, edge);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return selected;
|
||
|
}
|
||
|
|
||
|
|
||
|
function bindCaptor(captor) {
|
||
|
var nodes,
|
||
|
edges,
|
||
|
overNodes = {},
|
||
|
overEdges = {};
|
||
|
|
||
|
function onClick(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
self.dispatchEvent('click', e.data);
|
||
|
|
||
|
nodes = getNodes(e);
|
||
|
edges = getEdges(e);
|
||
|
|
||
|
if (nodes.length) {
|
||
|
self.dispatchEvent('clickNode', {
|
||
|
node: nodes[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('clickNodes', {
|
||
|
node: nodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else if (edges.length) {
|
||
|
self.dispatchEvent('clickEdge', {
|
||
|
edge: edges[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('clickEdges', {
|
||
|
edge: edges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else
|
||
|
self.dispatchEvent('clickStage', {captor: e.data});
|
||
|
}
|
||
|
|
||
|
function onDoubleClick(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
self.dispatchEvent('doubleClick', e.data);
|
||
|
|
||
|
nodes = getNodes(e);
|
||
|
edges = getEdges(e);
|
||
|
|
||
|
if (nodes.length) {
|
||
|
self.dispatchEvent('doubleClickNode', {
|
||
|
node: nodes[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('doubleClickNodes', {
|
||
|
node: nodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else if (edges.length) {
|
||
|
self.dispatchEvent('doubleClickEdge', {
|
||
|
edge: edges[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('doubleClickEdges', {
|
||
|
edge: edges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else
|
||
|
self.dispatchEvent('doubleClickStage', {captor: e.data});
|
||
|
}
|
||
|
|
||
|
function onRightClick(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
self.dispatchEvent('rightClick', e.data);
|
||
|
|
||
|
nodes = getNodes(e);
|
||
|
edges = getEdges(e);
|
||
|
|
||
|
if (nodes.length) {
|
||
|
self.dispatchEvent('rightClickNode', {
|
||
|
node: nodes[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('rightClickNodes', {
|
||
|
node: nodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else if (edges.length) {
|
||
|
self.dispatchEvent('rightClickEdge', {
|
||
|
edge: edges[0],
|
||
|
captor: e.data
|
||
|
});
|
||
|
self.dispatchEvent('rightClickEdges', {
|
||
|
edge: edges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
} else
|
||
|
self.dispatchEvent('rightClickStage', {captor: e.data});
|
||
|
}
|
||
|
|
||
|
function onOut(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
var k,
|
||
|
i,
|
||
|
l,
|
||
|
le,
|
||
|
outNodes = [],
|
||
|
outEdges = [];
|
||
|
|
||
|
for (k in overNodes)
|
||
|
outNodes.push(overNodes[k]);
|
||
|
|
||
|
overNodes = {};
|
||
|
// Dispatch both single and multi events:
|
||
|
for (i = 0, l = outNodes.length; i < l; i++)
|
||
|
self.dispatchEvent('outNode', {
|
||
|
node: outNodes[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (outNodes.length)
|
||
|
self.dispatchEvent('outNodes', {
|
||
|
nodes: outNodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
|
||
|
overEdges = {};
|
||
|
// Dispatch both single and multi events:
|
||
|
for (i = 0, le = outEdges.length; i < le; i++)
|
||
|
self.dispatchEvent('outEdge', {
|
||
|
edge: outEdges[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (outEdges.length)
|
||
|
self.dispatchEvent('outEdges', {
|
||
|
edges: outEdges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
}
|
||
|
|
||
|
function onMove(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
nodes = getNodes(e);
|
||
|
edges = getEdges(e);
|
||
|
|
||
|
var i,
|
||
|
k,
|
||
|
node,
|
||
|
edge,
|
||
|
newOutNodes = [],
|
||
|
newOverNodes = [],
|
||
|
currentOverNodes = {},
|
||
|
l = nodes.length,
|
||
|
newOutEdges = [],
|
||
|
newOverEdges = [],
|
||
|
currentOverEdges = {},
|
||
|
le = edges.length;
|
||
|
|
||
|
// Check newly overred nodes:
|
||
|
for (i = 0; i < l; i++) {
|
||
|
node = nodes[i];
|
||
|
currentOverNodes[node.id] = node;
|
||
|
if (!overNodes[node.id]) {
|
||
|
newOverNodes.push(node);
|
||
|
overNodes[node.id] = node;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check no more overred nodes:
|
||
|
for (k in overNodes)
|
||
|
if (!currentOverNodes[k]) {
|
||
|
newOutNodes.push(overNodes[k]);
|
||
|
delete overNodes[k];
|
||
|
}
|
||
|
|
||
|
// Dispatch both single and multi events:
|
||
|
for (i = 0, l = newOverNodes.length; i < l; i++)
|
||
|
self.dispatchEvent('overNode', {
|
||
|
node: newOverNodes[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
for (i = 0, l = newOutNodes.length; i < l; i++)
|
||
|
self.dispatchEvent('outNode', {
|
||
|
node: newOutNodes[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (newOverNodes.length)
|
||
|
self.dispatchEvent('overNodes', {
|
||
|
nodes: newOverNodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (newOutNodes.length)
|
||
|
self.dispatchEvent('outNodes', {
|
||
|
nodes: newOutNodes,
|
||
|
captor: e.data
|
||
|
});
|
||
|
|
||
|
// Check newly overred edges:
|
||
|
for (i = 0; i < le; i++) {
|
||
|
edge = edges[i];
|
||
|
currentOverEdges[edge.id] = edge;
|
||
|
if (!overEdges[edge.id]) {
|
||
|
newOverEdges.push(edge);
|
||
|
overEdges[edge.id] = edge;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Check no more overred edges:
|
||
|
for (k in overEdges)
|
||
|
if (!currentOverEdges[k]) {
|
||
|
newOutEdges.push(overEdges[k]);
|
||
|
delete overEdges[k];
|
||
|
}
|
||
|
|
||
|
// Dispatch both single and multi events:
|
||
|
for (i = 0, le = newOverEdges.length; i < le; i++)
|
||
|
self.dispatchEvent('overEdge', {
|
||
|
edge: newOverEdges[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
for (i = 0, le = newOutEdges.length; i < le; i++)
|
||
|
self.dispatchEvent('outEdge', {
|
||
|
edge: newOutEdges[i],
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (newOverEdges.length)
|
||
|
self.dispatchEvent('overEdges', {
|
||
|
edges: newOverEdges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
if (newOutEdges.length)
|
||
|
self.dispatchEvent('outEdges', {
|
||
|
edges: newOutEdges,
|
||
|
captor: e.data
|
||
|
});
|
||
|
}
|
||
|
|
||
|
// Bind events:
|
||
|
captor.bind('click', onClick);
|
||
|
captor.bind('mousedown', onMove);
|
||
|
captor.bind('mouseup', onMove);
|
||
|
captor.bind('mousemove', onMove);
|
||
|
captor.bind('mouseout', onOut);
|
||
|
captor.bind('doubleclick', onDoubleClick);
|
||
|
captor.bind('rightclick', onRightClick);
|
||
|
self.bind('render', onMove);
|
||
|
}
|
||
|
|
||
|
for (i = 0, l = this.captors.length; i < l; i++)
|
||
|
bindCaptor(this.captors[i]);
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.misc');
|
||
|
|
||
|
/**
|
||
|
* This helper will bind any DOM renderer (for instance svg)
|
||
|
* to its captors, to properly dispatch the good events to the sigma instance
|
||
|
* to manage clicking, hovering etc...
|
||
|
*
|
||
|
* It has to be called in the scope of the related renderer.
|
||
|
*/
|
||
|
sigma.misc.bindDOMEvents = function(container) {
|
||
|
var self = this,
|
||
|
graph = this.graph;
|
||
|
|
||
|
// DOMElement abstraction
|
||
|
function Element(domElement) {
|
||
|
|
||
|
// Helpers
|
||
|
this.attr = function(attrName) {
|
||
|
return domElement.getAttributeNS(null, attrName);
|
||
|
};
|
||
|
|
||
|
// Properties
|
||
|
this.tag = domElement.tagName;
|
||
|
this.class = this.attr('class');
|
||
|
this.id = this.attr('id');
|
||
|
|
||
|
// Methods
|
||
|
this.isNode = function() {
|
||
|
return !!~this.class.indexOf(self.settings('classPrefix') + '-node');
|
||
|
};
|
||
|
|
||
|
this.isEdge = function() {
|
||
|
return !!~this.class.indexOf(self.settings('classPrefix') + '-edge');
|
||
|
};
|
||
|
|
||
|
this.isHover = function() {
|
||
|
return !!~this.class.indexOf(self.settings('classPrefix') + '-hover');
|
||
|
};
|
||
|
}
|
||
|
|
||
|
// Click
|
||
|
function click(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
// Generic event
|
||
|
self.dispatchEvent('click', e);
|
||
|
|
||
|
// Are we on a node?
|
||
|
var element = new Element(e.target);
|
||
|
|
||
|
if (element.isNode())
|
||
|
self.dispatchEvent('clickNode', {
|
||
|
node: graph.nodes(element.attr('data-node-id'))
|
||
|
});
|
||
|
else
|
||
|
self.dispatchEvent('clickStage');
|
||
|
|
||
|
e.preventDefault();
|
||
|
e.stopPropagation();
|
||
|
}
|
||
|
|
||
|
// Double click
|
||
|
function doubleClick(e) {
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
// Generic event
|
||
|
self.dispatchEvent('doubleClick', e);
|
||
|
|
||
|
// Are we on a node?
|
||
|
var element = new Element(e.target);
|
||
|
|
||
|
if (element.isNode())
|
||
|
self.dispatchEvent('doubleClickNode', {
|
||
|
node: graph.nodes(element.attr('data-node-id'))
|
||
|
});
|
||
|
else
|
||
|
self.dispatchEvent('doubleClickStage');
|
||
|
|
||
|
e.preventDefault();
|
||
|
e.stopPropagation();
|
||
|
}
|
||
|
|
||
|
// On over
|
||
|
function onOver(e) {
|
||
|
var target = e.toElement || e.target;
|
||
|
|
||
|
if (!self.settings('eventsEnabled') || !target)
|
||
|
return;
|
||
|
|
||
|
var el = new Element(target);
|
||
|
|
||
|
if (el.isNode()) {
|
||
|
self.dispatchEvent('overNode', {
|
||
|
node: graph.nodes(el.attr('data-node-id'))
|
||
|
});
|
||
|
}
|
||
|
else if (el.isEdge()) {
|
||
|
var edge = graph.edges(el.attr('data-edge-id'));
|
||
|
self.dispatchEvent('overEdge', {
|
||
|
edge: edge,
|
||
|
source: graph.nodes(edge.source),
|
||
|
target: graph.nodes(edge.target)
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// On out
|
||
|
function onOut(e) {
|
||
|
var target = e.fromElement || e.originalTarget;
|
||
|
|
||
|
if (!self.settings('eventsEnabled'))
|
||
|
return;
|
||
|
|
||
|
var el = new Element(target);
|
||
|
|
||
|
if (el.isNode()) {
|
||
|
self.dispatchEvent('outNode', {
|
||
|
node: graph.nodes(el.attr('data-node-id'))
|
||
|
});
|
||
|
}
|
||
|
else if (el.isEdge()) {
|
||
|
var edge = graph.edges(el.attr('data-edge-id'));
|
||
|
self.dispatchEvent('outEdge', {
|
||
|
edge: edge,
|
||
|
source: graph.nodes(edge.source),
|
||
|
target: graph.nodes(edge.target)
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Registering Events:
|
||
|
|
||
|
// Click
|
||
|
container.addEventListener('click', click, false);
|
||
|
sigma.utils.doubleClick(container, 'click', doubleClick);
|
||
|
|
||
|
// Touch counterparts
|
||
|
container.addEventListener('touchstart', click, false);
|
||
|
sigma.utils.doubleClick(container, 'touchstart', doubleClick);
|
||
|
|
||
|
// Mouseover
|
||
|
container.addEventListener('mouseover', onOver, true);
|
||
|
|
||
|
// Mouseout
|
||
|
container.addEventListener('mouseout', onOut, true);
|
||
|
};
|
||
|
}).call(this);
|
||
|
|
||
|
;(function(undefined) {
|
||
|
'use strict';
|
||
|
|
||
|
if (typeof sigma === 'undefined')
|
||
|
throw 'sigma is not declared';
|
||
|
|
||
|
// Initialize packages:
|
||
|
sigma.utils.pkg('sigma.misc');
|
||
|
|
||
|
/**
|
||
|
* This method listens to "overNode", "outNode", "overEdge" and "outEdge"
|
||
|
* events from a renderer and renders the nodes differently on the top layer.
|
||
|
* The goal is to make any node label readable with the mouse, and to
|
||
|
* highlight hovered nodes and edges.
|
||
|
*
|
||
|
* It has to be called in the scope of the related renderer.
|
||
|
*/
|
||
|
sigma.misc.drawHovers = function(prefix) {
|
||
|
var self = this,
|
||
|
hoveredNodes = {},
|
||
|
hoveredEdges = {};
|
||
|
|
||
|
this.bind('overNode', function(event) {
|
||
|
var node = event.data.node;
|
||
|
if (!node.hidden) {
|
||
|
hoveredNodes[node.id] = node;
|
||
|
draw();
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.bind('outNode', function(event) {
|
||
|
delete hoveredNodes[event.data.node.id];
|
||
|
draw();
|
||
|
});
|
||
|
|
||
|
this.bind('overEdge', function(event) {
|
||
|
var edge = event.data.edge;
|
||
|
if (!edge.hidden) {
|
||
|
hoveredEdges[edge.id] = edge;
|
||
|
draw();
|
||
|
}
|
||
|
});
|
||
|
|
||
|
this.bind('outEdge', function(event) {
|
||
|
delete hoveredEdges[event.data.edge.id];
|
||
|
draw();
|
||
|
});
|
||
|
|
||
|
this.bind('render', function(event) {
|
||
|
draw();
|
||
|
});
|
||
|
|
||
|
function draw() {
|
||
|
// Clear self.contexts.hover:
|
||
|
self.contexts.hover.canvas.width = self.contexts.hover.canvas.width;
|
||
|
|
||
|
var k,
|
||
|
source,
|
||
|
target,
|
||
|
hoveredNode,
|
||
|
hoveredEdge,
|
||
|
defaultNodeType = self.settings('defaultNodeType'),
|
||
|
defaultEdgeType = self.settings('defaultEdgeType'),
|
||
|
nodeRenderers = sigma.canvas.hovers,
|
||
|
edgeRenderers = sigma.canvas.edgehovers,
|
||
|
extremitiesRenderers = sigma.canvas.extremities,
|
||
|
embedSettings = self.settings.embedObjects({
|
||
|
prefix: prefix
|
||
|
});
|
||
|
|
||
|
// Node render: single hover
|
||
|
if (
|
||
|
embedSettings('enableHovering') &&
|
||
|
embedSettings('singleHover') &&
|
||
|
Object.keys(hoveredNodes).length
|
||
|
) {
|
||
|
hoveredNode = hoveredNodes[Object.keys(hoveredNodes)[0]];
|
||
|
(
|
||
|
nodeRenderers[hoveredNode.type] ||
|
||
|
nodeRenderers[defaultNodeType] ||
|
||
|
nodeRenderers.def
|
||
|
)(
|
||
|
hoveredNode,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
|
||
|
// Node render: multiple hover
|
||
|
if (
|
||
|
embedSettings('enableHovering') &&
|
||
|
!embedSettings('singleHover')
|
||
|
)
|
||
|
for (k in hoveredNodes)
|
||
|
(
|
||
|
nodeRenderers[hoveredNodes[k].type] ||
|
||
|
nodeRenderers[defaultNodeType] ||
|
||
|
nodeRenderers.def
|
||
|
)(
|
||
|
hoveredNodes[k],
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
// Edge render: single hover
|
||
|
if (
|
||
|
embedSettings('enableEdgeHovering') &&
|
||
|
embedSettings('singleHover') &&
|
||
|
Object.keys(hoveredEdges).length
|
||
|
) {
|
||
|
hoveredEdge = hoveredEdges[Object.keys(hoveredEdges)[0]];
|
||
|
source = self.graph.nodes(hoveredEdge.source);
|
||
|
target = self.graph.nodes(hoveredEdge.target);
|
||
|
|
||
|
if (! hoveredEdge.hidden) {
|
||
|
(
|
||
|
edgeRenderers[hoveredEdge.type] ||
|
||
|
edgeRenderers[defaultEdgeType] ||
|
||
|
edgeRenderers.def
|
||
|
) (
|
||
|
hoveredEdge,
|
||
|
source,
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
if (embedSettings('edgeHoverExtremities')) {
|
||
|
(
|
||
|
extremitiesRenderers[hoveredEdge.type] ||
|
||
|
extremitiesRenderers.def
|
||
|
)(
|
||
|
hoveredEdge,
|
||
|
source,
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
} else {
|
||
|
// Avoid edges rendered over nodes:
|
||
|
(
|
||
|
sigma.canvas.nodes[source.type] ||
|
||
|
sigma.canvas.nodes.def
|
||
|
) (
|
||
|
source,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
(
|
||
|
sigma.canvas.nodes[target.type] ||
|
||
|
sigma.canvas.nodes.def
|
||
|
) (
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Edge render: multiple hover
|
||
|
if (
|
||
|
embedSettings('enableEdgeHovering') &&
|
||
|
!embedSettings('singleHover')
|
||
|
) {
|
||
|
for (k in hoveredEdges) {
|
||
|
hoveredEdge = hoveredEdges[k];
|
||
|
source = self.graph.nodes(hoveredEdge.source);
|
||
|
target = self.graph.nodes(hoveredEdge.target);
|
||
|
|
||
|
if (!hoveredEdge.hidden) {
|
||
|
(
|
||
|
edgeRenderers[hoveredEdge.type] ||
|
||
|
edgeRenderers[defaultEdgeType] ||
|
||
|
edgeRenderers.def
|
||
|
) (
|
||
|
hoveredEdge,
|
||
|
source,
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
|
||
|
if (embedSettings('edgeHoverExtremities')) {
|
||
|
(
|
||
|
extremitiesRenderers[hoveredEdge.type] ||
|
||
|
extremitiesRenderers.def
|
||
|
)(
|
||
|
hoveredEdge,
|
||
|
source,
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
} else {
|
||
|
// Avoid edges rendered over nodes:
|
||
|
(
|
||
|
sigma.canvas.nodes[source.type] ||
|
||
|
sigma.canvas.nodes.def
|
||
|
) (
|
||
|
source,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
(
|
||
|
sigma.canvas.nodes[target.type] ||
|
||
|
sigma.canvas.nodes.def
|
||
|
) (
|
||
|
target,
|
||
|
self.contexts.hover,
|
||
|
embedSettings
|
||
|
);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
}).call(this);
|