Force-directed graph is working
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ec3401845d
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@ -1,6 +1,6 @@
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import { DisplayValue } from './display-value.js';
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import { randomID } from '../../util/helpers.js';
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import { Rectangle, Vector } from './geometry.js';
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import { Rectangle, Vector } from '../supporting/geometry/index.js';
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export class Box {
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constructor(name, parentEl, options = {}) {
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@ -61,7 +61,7 @@ export class Box {
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return this.el.id;
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}
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getGeometry() {
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get rect() {
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const {
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width, height,
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} = this.el.getBoundingClientRect();
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@ -1,18 +1,16 @@
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import {
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DEFAULT_OVERLAP_FORCE,
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DEFAULT_TARGET_RADIUS,
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DEFAULT_TIME_STEP,
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DISTANCE_FACTOR,
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EPSILON,
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MINIMUM_FORCE,
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MINIMUM_VELOCITY,
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VISCOSITY_FACTOR,
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TIME_DILATION_FACTOR,
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MINIMUM_VELOCITY,
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MAX_STEPS_TO_EQUILIBRIUM,
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TRANSLATION_VELOCITY_FACTOR,
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} from '../../util/constants.js';
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import { Edge } from '../supporting/edge.js';
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import { WeightedDirectedGraph } from '../supporting/wdg.js';
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import { Box } from './box.js';
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import { Rectangle, Vector } from './geometry.js';
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import { Vector, Rectangle } from '../supporting/geometry/index.js';
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import { overlapRepulsionForce, targetRadiusForce } from './pairwise-forces.js';
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// Render children with absolute css positioning.
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@ -39,15 +37,17 @@ import { Rectangle, Vector } from './geometry.js';
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// NOTE: When mouse is in our box, we could hijack the scroll actions to zoom in/out.
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export class ForceDirectedGraph extends WeightedDirectedGraph {
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constructor(name, parentEl, options = {}) {
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constructor(name, parentEl, { width = 800, height = 600, ...options } = {}) {
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super(name, options);
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this.box = new Box(name, parentEl, options);
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this.box.addClass('fixed');
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this.box.addClass('force-directed-graph');
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this.intervalTask = null;
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this.canvas = window.document.createElement('canvas');
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this.box.el.style.width = `${options.width ?? 800}px`;
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this.box.el.style.height = `${options.height ?? 600}px`;
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this.width = width;
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this.height = height;
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this.box.el.style.width = `${width}px`;
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this.box.el.style.height = `${height}px`;
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this.box.el.appendChild(this.canvas);
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this.fitCanvasToGraph();
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this.nodes = [];
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@ -55,23 +55,65 @@ export class ForceDirectedGraph extends WeightedDirectedGraph {
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}
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fitCanvasToGraph() {
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[this.canvas.width, this.canvas.height] = this.box.getGeometry().dimensions;
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[this.canvas.width, this.canvas.height] = this.box.rect.dimensions;
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}
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// addVertex(type, id, data, label, options) {
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addVertex(...args) {
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const vertex = super.addVertex(...args);
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const box = this.box.addBox(vertex.id);
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// Link from the graph vertex to the corresponding display box
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vertex.box = box;
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// Link from the display box to the corresponding graph vertex
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box.vertex = vertex;
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box.addClass('absolute');
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box.addClass('vertex');
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box.el.style.left = '0px';
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box.el.style.top = '0px';
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box.velocity = Vector.from([0, 0]);
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box.setInnerHTML(vertex.getHTML());
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box.vertex = vertex;
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this.nodes.push(box);
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// When vertex properties are updated, re-render the node contents
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vertex.onUpdate = () => {
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box.setInnerHTML(vertex.getHTML());
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// Maybe resolve forces
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this.runUntilEquilibrium();
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};
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this.runUntilEquilibrium();
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// Allow moving vertices with the mouse
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box.el.addEventListener('mousedown', (e) => {
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if (!this.mouseMoving) {
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e.preventDefault();
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// Record current mouse position
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this.mousePosition = Vector.from([e.clientX, e.clientY]);
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// Begin tracking mouse movement
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this.mouseMoving = box;
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}
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});
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document.addEventListener('mousemove', (e) => {
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if (this.mouseMoving === box) {
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const mousePosition = Vector.from([e.clientX, e.clientY]);
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// Apply translation
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box.move(mousePosition.subtract(this.mousePosition));
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// Update current mouse position
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this.mousePosition = mousePosition;
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// Equilibrate
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this.runUntilEquilibrium();
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}
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});
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document.addEventListener('mouseup', () => {
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// Stop tracking mouse movement
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this.mouseMoving = null;
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// Equilibrate
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this.runUntilEquilibrium();
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});
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return vertex;
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}
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@ -83,15 +125,28 @@ export class ForceDirectedGraph extends WeightedDirectedGraph {
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const edge = super.addEdge(type, from, to, ...rest);
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const box = this.box.addBox(Edge.getKey({ from, to, type }));
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edge.box = box;
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box.edge = edge;
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box.addClass('absolute');
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box.addClass('edge');
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// TODO: Center between nodes
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box.el.style.left = '0px';
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box.el.style.top = '0px';
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box.velocity = Vector.from([0, 0]);
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box.setInnerHTML(edge.getHTML());
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box.edge = edge;
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this.edges.push(box);
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// Center between nodes, by applying an attraction force from the edge node
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// to its `from` and `to` nodes.
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// We can also initially place it near the midpoint between the `from` and `to` nodes.
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const midpoint = fromBox.rect.center.add(toBox.rect.center).scale(0.5);
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const startPosition = midpoint.subtract(box.rect.dimensions.scale(0.5));
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console.log({
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fromBox, toBox, midpoint, startPosition, dimensions: box.rect.dimensions,
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});
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box.move(startPosition);
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box.velocity = Vector.from([0, 0]);
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this.runUntilEquilibrium();
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return edge;
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}
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@ -101,35 +156,22 @@ export class ForceDirectedGraph extends WeightedDirectedGraph {
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return edge;
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}
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static pairwiseForce(boxA, boxB, targetRadius) {
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const rectA = boxA instanceof Rectangle ? boxA : boxA.getGeometry();
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const centerA = rectA.center;
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const rectB = boxB instanceof Rectangle ? boxB : boxB.getGeometry();
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const centerB = rectB.center;
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const r = centerB.subtract(centerA);
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// Apply a stronger force when overlap occurs
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if (rectA.doesOverlap(rectB)) {
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// if their centers actually coincide we can just randomize the direction.
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if (r.magnitudeSquared === 0) {
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return Vector.randomUnitVector(rectA.dim).scale(DEFAULT_OVERLAP_FORCE);
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}
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return r.normalize().scale(DEFAULT_OVERLAP_FORCE);
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}
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// repel if closer than targetRadius
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// attract if farther than targetRadius
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const force = -DISTANCE_FACTOR * (r.magnitude - targetRadius);
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return r.normalize().scale(force);
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}
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async runUntilEquilibrium(tDelta = DEFAULT_TIME_STEP) {
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this.steps = 0;
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if (this.intervalTask) {
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return Promise.resolve();
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}
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return new Promise((resolve) => {
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return new Promise((resolve, reject) => {
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this.intervalTask = setInterval(() => {
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this.steps++;
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if (this.steps > MAX_STEPS_TO_EQUILIBRIUM) {
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clearInterval(this.intervalTask);
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this.intervalTask = null;
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reject(new Error('Exceeded map steps to reach equilibrium'));
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}
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const { atEquilibrium } = this.computeEulerFrame(tDelta);
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if (atEquilibrium) {
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console.log(`Reached equilibrium after ${this.steps} steps`);
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clearInterval(this.intervalTask);
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this.intervalTask = null;
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resolve();
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@ -139,53 +181,99 @@ export class ForceDirectedGraph extends WeightedDirectedGraph {
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}
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computeEulerFrame(tDelta = DEFAULT_TIME_STEP) {
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// Compute all net forces
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const netForces = Array.from(Array(this.nodes.length), () => Vector.from([0, 0]));
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let atEquilibrium = true;
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// Compute net forces on each box in the graph
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const boxes = [...this.nodes, ...this.edges];
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// Initialize net force vectors
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for (const box of boxes) {
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box.netForce = Vector.zeros(2);
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}
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// Compute overlap repulsion forces among node boxes
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for (const boxA of this.nodes) {
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const idxA = this.nodes.indexOf(boxA);
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const idxA = boxes.indexOf(boxA);
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for (const boxB of this.nodes.slice(idxA + 1)) {
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const idxB = this.nodes.indexOf(boxB);
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const force = ForceDirectedGraph.pairwiseForce(boxA, boxB, DEFAULT_TARGET_RADIUS);
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// Ignore forces below a certain threshold
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if (force.magnitude >= MINIMUM_FORCE) {
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netForces[idxA] = netForces[idxA].subtract(force);
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netForces[idxB] = netForces[idxB].add(force);
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}
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const force = overlapRepulsionForce(boxA, boxB);
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boxA.netForce = boxA.netForce.subtract(force);
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boxB.netForce = boxB.netForce.add(force);
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}
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}
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// Compute motions
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for (const box of this.nodes) {
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const idx = this.nodes.indexOf(box);
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box.velocity = box.velocity.add(netForces[idx].scale(tDelta));
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// Compute pairwise forces among nodes
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for (const boxA of this.nodes) {
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const idxA = this.nodes.indexOf(boxA);
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for (const boxB of this.nodes.slice(idxA + 1)) {
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const force = targetRadiusForce(boxA, boxB);
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boxA.netForce = boxA.netForce.subtract(force);
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boxB.netForce = boxB.netForce.add(force);
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}
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}
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// Compute forces on edge boxes:
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// Attraction to the `from` and `to` nodes
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for (const edgeBox of this.edges) {
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const { edge } = edgeBox;
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const fromBox = edge.from.box;
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const toBox = edge.to.box;
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edgeBox.netForce = edgeBox.netForce
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.subtract(targetRadiusForce(edgeBox, fromBox, 0))
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.subtract(targetRadiusForce(edgeBox, toBox, 0));
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}
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// Do not apply forces to a box if it is being moved by the mouse
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for (const box of boxes) {
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if (this.mouseMoving === box) {
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box.netForce = Vector.zeros(2);
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}
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}
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// Compute velocities
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for (const box of boxes) {
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box.velocity = box.velocity.add(box.netForce.scale(tDelta));
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// Apply some drag
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box.velocity = box.velocity.scale(1 - VISCOSITY_FACTOR);
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}
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for (const box of this.nodes) {
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// When all velocities are below MINIMUM_VELOCITY, we have reached equilibrium.
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let atEquilibrium = true;
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// Apply velocities
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for (const box of boxes) {
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if (box.velocity.magnitude >= MINIMUM_VELOCITY) {
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atEquilibrium = false;
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box.move(box.velocity);
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}
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}
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// Translate everything to keep coordinates positive
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// TODO: Consider centering and scaling to viewport size
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const topLeft = this.box.getGeometry().startPoint;
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const translate = Vector.zeros(2);
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for (const box of this.nodes) {
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const rect = box.getGeometry();
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for (const vertex of rect.vertices) {
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translate[0] = Math.max(translate[0], topLeft[0] - vertex[0]);
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translate[1] = Math.max(translate[1], topLeft[1] - vertex[1]);
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// Center the items by computing the bounding box and centering that
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if (!this.mouseMoving) {
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const topLeft = Vector.from(boxes[0].position);
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const bottomRight = Vector.from(boxes[0].position);
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for (const box of boxes) {
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for (const vertex of box.rect.vertices) {
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topLeft[0] = Math.min(topLeft[0], vertex[0]);
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topLeft[1] = Math.min(topLeft[1], vertex[1]);
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bottomRight[0] = Math.max(bottomRight[0], vertex[0]);
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bottomRight[1] = Math.max(bottomRight[1], vertex[1]);
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}
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}
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const boundingBox = new Rectangle(topLeft, bottomRight.subtract(topLeft));
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const graphCenter = Vector.from([this.width, this.height]).scale(0.5);
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const offset = graphCenter.subtract(boundingBox.center);
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const translate = offset.scale(TRANSLATION_VELOCITY_FACTOR);
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if (translate.magnitude >= MINIMUM_VELOCITY) {
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atEquilibrium = false;
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// Apply translations
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for (const box of boxes) {
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box.move(translate);
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}
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}
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}
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for (const box of this.nodes) {
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box.move(translate);
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}
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this.fitCanvasToGraph();
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// TODO: Scaling to fit
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return { atEquilibrium };
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}
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@ -1,100 +0,0 @@
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export class Vector extends Array {
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get dim() {
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return this.length ?? 0;
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}
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add(vector) {
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if (vector.dim !== this.dim) {
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throw new Error('Can only add vectors of the same dimensions');
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}
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return Vector.from(this.map((q, idx) => q + vector[idx]));
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}
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subtract(vector) {
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if (vector.dim !== this.dim) {
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throw new Error('Can only subtract vectors of the same dimensions');
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}
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return Vector.from(this.map((q, idx) => q - vector[idx]));
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}
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static unitVector(dim, totalDim) {
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return Vector.from(Array(totalDim), (_, idx) => (idx === dim ? 1 : 0));
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}
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get magnitudeSquared() {
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return this.reduce((total, q) => total += q ** 2, 0);
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}
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get magnitude() {
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return Math.sqrt(this.magnitudeSquared);
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}
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scale(factor) {
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return Vector.from(this.map((q) => q * factor));
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}
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normalize() {
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return this.scale(1 / this.magnitude);
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}
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static randomUnitVector(totalDim) {
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return Vector.from(Array(totalDim), () => Math.random()).normalize();
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}
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static zeros(totalDim) {
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return Vector.from(Array(totalDim), () => 0);
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}
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}
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export class Polygon {
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constructor() {
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this.vertices = [];
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this.dim = 0;
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}
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addVertex(point) {
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point = point instanceof Vector ? point : Vector.from(point);
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if (!this.dim) {
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this.dim = point.dim;
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} else if (this.dim !== point.dim) {
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throw new Error('All vertices of a polygon must have the same dimensionality');
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}
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this.vertices.push(point);
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}
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}
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export class Rectangle extends Polygon {
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constructor(startPoint, dimensions) {
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super();
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this.startPoint = Vector.from(startPoint);
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this.dimensions = Vector.from(dimensions);
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// Next point is obtained by moving the specified length along each dimension
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// one at a time, then reversing these movements in the same order.
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let point = this.startPoint;
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for (let dim = dimensions.length - 1; dim >= 0; dim--) {
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this.addVertex(point);
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const increment = Vector.unitVector(dim, dimensions.length);
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point = point.add(increment);
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}
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for (let dim = dimensions.length - 1; dim >= 0; dim--) {
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this.addVertex(point);
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const increment = Vector.unitVector(dim, dimensions.length);
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point = point.subtract(increment);
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}
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}
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get center() {
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return Vector.from(this.dimensions.map((Q, idx) => this.startPoint[idx] + Q / 2));
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}
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doesOverlap(rect) {
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return this.dimensions.every((_, idx) => {
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const thisMin = this.startPoint[idx];
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const thisMax = this.startPoint[idx] + this.dimensions[idx];
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const thatMin = rect.startPoint[idx];
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const thatMax = rect.startPoint[idx] + rect.dimensions[idx];
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return (thisMin <= thatMin && thisMax >= thatMin)
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|| (thisMin >= thatMin && thisMin <= thatMax);
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});
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}
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}
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@ -0,0 +1,35 @@
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import {
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DEFAULT_OVERLAP_FORCE,
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DEFAULT_TARGET_RADIUS,
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DISTANCE_FACTOR,
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} from '../../util/constants.js';
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import { Rectangle, Vector } from '../supporting/geometry/index.js';
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const getRectangles = (boxes) => boxes.map((box) => (box instanceof Rectangle ? box : box.rect));
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const getCenters = (boxes) => getRectangles(boxes).map((rect) => rect.center);
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export const overlapRepulsionForce = (boxA, boxB, force = DEFAULT_OVERLAP_FORCE) => {
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const [rectA, rectB] = getRectangles([boxA, boxB]);
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const [centerA, centerB] = getCenters([rectA, rectB]);
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const r = centerB.subtract(centerA);
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// Apply a stronger force when overlap occurs
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if (!rectA.doesOverlap(rectB)) {
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return Vector.zeros(rectA.dim);
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}
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// If their centers actually coincide we can just randomize the direction.
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if (r.magnitudeSquared === 0) {
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return Vector.randomUnitVector(rectA.dim).scale(force);
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}
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return r.normalize().scale(force);
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};
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export const targetRadiusForce = (boxA, boxB, targetRadius = DEFAULT_TARGET_RADIUS) => {
|
||||
const [centerA, centerB] = getCenters([boxA, boxB]);
|
||||
const r = centerB.subtract(centerA);
|
||||
|
||||
// Repel if closer than targetRadius
|
||||
// Attract if farther than targetRadius
|
||||
const force = -DISTANCE_FACTOR * (r.magnitude - targetRadius);
|
||||
return r.normalize().scale(force);
|
||||
};
|
|
@ -46,7 +46,7 @@ export class Edge {
|
|||
}
|
||||
html += '</table>';
|
||||
|
||||
return `${Edge.getCombinedKey(this)}("${html}")`;
|
||||
return html;
|
||||
}
|
||||
|
||||
displayEdgeNode() {
|
||||
|
|
|
@ -0,0 +1,3 @@
|
|||
export * from './vector.js';
|
||||
export * from './polygon.js';
|
||||
export * from './rectangle.js';
|
|
@ -0,0 +1,18 @@
|
|||
import { Vector } from './vector.js';
|
||||
|
||||
export class Polygon {
|
||||
constructor() {
|
||||
this.vertices = [];
|
||||
this.dim = 0;
|
||||
}
|
||||
|
||||
addVertex(point) {
|
||||
point = point instanceof Vector ? point : Vector.from(point);
|
||||
if (!this.dim) {
|
||||
this.dim = point.dim;
|
||||
} else if (this.dim !== point.dim) {
|
||||
throw new Error('All vertices of a polygon must have the same dimensionality');
|
||||
}
|
||||
this.vertices.push(point);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,46 @@
|
|||
import { Polygon } from './polygon.js';
|
||||
import { Vector } from './vector.js';
|
||||
|
||||
export class Rectangle extends Polygon {
|
||||
constructor(position, dimensions) {
|
||||
super();
|
||||
if (this.vertices.length) {
|
||||
throw new Error('Reinitializing geometry is not allowed');
|
||||
}
|
||||
this.position = Vector.from(position);
|
||||
this.dimensions = Vector.from(dimensions);
|
||||
// Next point is obtained by moving the specified length along each dimension
|
||||
// one at a time, then reversing these movements in the same order.
|
||||
let point = this.position;
|
||||
for (let dim = dimensions.length - 1; dim >= 0; dim--) {
|
||||
this.addVertex(point);
|
||||
const increment = Vector.unitVector(dim, dimensions.length);
|
||||
point = point.add(increment);
|
||||
}
|
||||
for (let dim = dimensions.length - 1; dim >= 0; dim--) {
|
||||
this.addVertex(point);
|
||||
const increment = Vector.unitVector(dim, dimensions.length);
|
||||
point = point.subtract(increment);
|
||||
}
|
||||
}
|
||||
|
||||
get center() {
|
||||
return Vector.from(this.dimensions.map((Q, idx) => this.position[idx] + Q / 2));
|
||||
}
|
||||
|
||||
doesOverlap(rect) {
|
||||
return this.dimensions.every((_, idx) => {
|
||||
const thisMin = this.position[idx];
|
||||
const thisMax = this.position[idx] + this.dimensions[idx];
|
||||
const thatMin = rect.position[idx];
|
||||
const thatMax = rect.position[idx] + rect.dimensions[idx];
|
||||
return (thisMin <= thatMin && thisMax >= thatMin)
|
||||
|| (thisMin >= thatMin && thisMin <= thatMax);
|
||||
});
|
||||
}
|
||||
|
||||
get aspectRatio() {
|
||||
const [width, height] = this.dimensions;
|
||||
return height / width;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,47 @@
|
|||
export class Vector extends Array {
|
||||
get dim() {
|
||||
return this.length ?? 0;
|
||||
}
|
||||
|
||||
add(vector) {
|
||||
if (vector.dim !== this.dim) {
|
||||
throw new Error('Can only add vectors of the same dimensions');
|
||||
}
|
||||
return Vector.from(this.map((q, idx) => q + vector[idx]));
|
||||
}
|
||||
|
||||
subtract(vector) {
|
||||
if (vector.dim !== this.dim) {
|
||||
throw new Error('Can only subtract vectors of the same dimensions');
|
||||
}
|
||||
return Vector.from(this.map((q, idx) => q - vector[idx]));
|
||||
}
|
||||
|
||||
static unitVector(dim, totalDim) {
|
||||
return Vector.from(Array(totalDim), (_, idx) => (idx === dim ? 1 : 0));
|
||||
}
|
||||
|
||||
get magnitudeSquared() {
|
||||
return this.reduce((total, q) => total += q ** 2, 0);
|
||||
}
|
||||
|
||||
get magnitude() {
|
||||
return Math.sqrt(this.magnitudeSquared);
|
||||
}
|
||||
|
||||
scale(factor) {
|
||||
return Vector.from(this.map((q) => q * factor));
|
||||
}
|
||||
|
||||
normalize() {
|
||||
return this.scale(1 / this.magnitude);
|
||||
}
|
||||
|
||||
static randomUnitVector(totalDim) {
|
||||
return Vector.from(Array(totalDim), () => Math.random()).normalize();
|
||||
}
|
||||
|
||||
static zeros(totalDim) {
|
||||
return Vector.from(Array(totalDim), () => 0);
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
import { Box } from '../../classes/display/box.js';
|
||||
import { ForceDirectedGraph } from '../../classes/display/force-directed.js';
|
||||
import { Rectangle, Vector } from '../../classes/display/geometry.js';
|
||||
import { Rectangle, Vector } from '../../classes/supporting/geometry/index.js';
|
||||
import { overlapRepulsionForce, targetRadiusForce } from '../../classes/display/pairwise-forces.js';
|
||||
import { delayOrWait } from '../../classes/display/scene-controls.js';
|
||||
import { Scene } from '../../classes/display/scene.js';
|
||||
import { EPSILON } from '../../util/constants.js';
|
||||
|
@ -31,13 +32,13 @@ describe('Force-Directed Graph', function tests() {
|
|||
rect.vertices[3].should.eql([1, 0]);
|
||||
});
|
||||
|
||||
it('overlapping boxes should repel with default force', () => {
|
||||
it('overlapping boxes should repel', () => {
|
||||
const rect1 = new Rectangle([0, 0], [1, 1]);
|
||||
const rect2 = new Rectangle([0, 0], [1, 2]);
|
||||
rect1.center.should.eql([0.5, 0.5]);
|
||||
rect2.center.should.eql([0.5, 1]);
|
||||
const force1 = ForceDirectedGraph.pairwiseForce(rect1, rect2, 10);
|
||||
force1.should.eql([0, 200]);
|
||||
const force1 = overlapRepulsionForce(rect1, rect2, 10);
|
||||
force1.should.eql([0, 10]);
|
||||
});
|
||||
|
||||
it('boxes at target radius should have no net force', () => {
|
||||
|
@ -45,7 +46,7 @@ describe('Force-Directed Graph', function tests() {
|
|||
const rect2 = new Rectangle([10, 0], [1, 1]);
|
||||
rect1.center.should.eql([0.5, 0.5]);
|
||||
rect2.center.should.eql([10.5, 0.5]);
|
||||
const force = ForceDirectedGraph.pairwiseForce(rect1, rect2, 10);
|
||||
const force = targetRadiusForce(rect1, rect2, 10);
|
||||
force[0].should.be.within(-EPSILON, EPSILON);
|
||||
force[1].should.be.within(-EPSILON, EPSILON);
|
||||
});
|
||||
|
@ -70,12 +71,14 @@ describe('Force-Directed Graph', function tests() {
|
|||
await delayOrWait(1000);
|
||||
const v = graph.addVertex('v1', 'box2');
|
||||
v.setProperty('prop', 'value');
|
||||
await graph.runUntilEquilibrium();
|
||||
});
|
||||
|
||||
it('can add an edge to the graph', async () => {
|
||||
await delayOrWait(1000);
|
||||
graph.addEdge('e1', 'box1', 'box2', 1);
|
||||
});
|
||||
|
||||
it('runs until reaching equilibrium', async () => {
|
||||
await graph.runUntilEquilibrium();
|
||||
});
|
||||
});
|
||||
|
|
|
@ -11,10 +11,12 @@ export const DEFAULT_OVERLAP_FORCE = 200;
|
|||
export const DEFAULT_REP_TOKEN_TYPE_ID = 0;
|
||||
export const DEFAULT_TARGET_RADIUS = 300;
|
||||
export const DEFAULT_TIME_STEP = 0.1;
|
||||
export const DISTANCE_FACTOR = 0.25;
|
||||
export const DISTANCE_FACTOR = 0.5;
|
||||
export const EPSILON = 2.23e-16;
|
||||
export const INCINERATOR_ADDRESS = '0';
|
||||
export const MAX_STEPS_TO_EQUILIBRIUM = 100;
|
||||
export const MINIMUM_FORCE = 1;
|
||||
export const MINIMUM_VELOCITY = 0.1;
|
||||
export const TIME_DILATION_FACTOR = 500;
|
||||
export const TRANSLATION_VELOCITY_FACTOR = 0.2;
|
||||
export const VISCOSITY_FACTOR = 0.4;
|
||||
|
|
Loading…
Reference in New Issue