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index.js
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index.js
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var THREE = require('three');
module.exports = function (graph, settings) {
var merge = require('ngraph.merge');
settings = merge(settings, {
interactive: true
});
var beforeFrameRender;
var isStable = false;
var disposed = false;
var layout = createLayout(settings);
var renderer = createRenderer(settings);
var camera = createCamera(settings);
var scene = settings.scene || new THREE.Scene();
var defaults = require('./lib/defaults');
// Default callbacks to build/render nodes and links
var nodeUIBuilder, nodeRenderer, linkUIBuilder, linkRenderer;
var nodeUI, linkUI; // Storage for UI of nodes/links
var controls = { update: function noop() {} };
var graphics = {
THREE: THREE, // expose THREE so that clients will not have to require it twice.
run: run,
renderOneFrame: renderOneFrame,
onFrame: onFrame,
/**
* Gets UI object for a given node id
*/
getNodeUI : function (nodeId) {
return nodeUI[nodeId];
},
getLinkUI: function (linkId) {
return linkUI[linkId];
},
/**
* This callback creates new UI for a graph node. This becomes helpful
* when you want to precalculate some properties, which otherwise could be
* expensive during rendering frame.
*
* @callback createNodeUICallback
* @param {object} node - graph node for which UI is required.
* @returns {object} arbitrary object which will be later passed to renderNode
*/
/**
* This function allows clients to pass custom node UI creation callback
*
* @param {createNodeUICallback} createNodeUICallback - The callback that
* creates new node UI
* @returns {object} this for chaining.
*/
createNodeUI : function (createNodeUICallback) {
nodeUIBuilder = createNodeUICallback;
rebuildUI();
return this;
},
/**
* Force a rebuild of the UI. This might be necessary after settings have changed
*/
rebuild : function () {
rebuildUI();
},
/**
* This callback is called by graphics when it wants to render node on
* a screen.
*
* @callback renderNodeCallback
* @param {object} node - result of createNodeUICallback(). It contains anything
* you'd need to render a node
*/
/**
* Allows clients to pass custom node rendering callback
*
* @param {renderNodeCallback} renderNodeCallback - Callback which renders
* node.
*
* @returns {object} this for chaining.
*/
renderNode: function (renderNodeCallback) {
nodeRenderer = renderNodeCallback;
return this;
},
/**
* This callback creates new UI for a graph link. This becomes helpful
* when you want to precalculate some properties, which otherwise could be
* expensive during rendering frame.
*
* @callback createLinkUICallback
* @param {object} link - graph link for which UI is required.
* @returns {object} arbitrary object which will be later passed to renderNode
*/
/**
* This function allows clients to pass custom node UI creation callback
*
* @param {createLinkUICallback} createLinkUICallback - The callback that
* creates new link UI
* @returns {object} this for chaining.
*/
createLinkUI : function (createLinkUICallback) {
linkUIBuilder = createLinkUICallback;
rebuildUI();
return this;
},
/**
* This callback is called by graphics when it wants to render link on
* a screen.
*
* @callback renderLinkCallback
* @param {object} link - result of createLinkUICallback(). It contains anything
* you'd need to render a link
*/
/**
* Allows clients to pass custom link rendering callback
*
* @param {renderLinkCallback} renderLinkCallback - Callback which renders
* link.
*
* @returns {object} this for chaining.
*/
renderLink: function (renderLinkCallback) {
linkRenderer = renderLinkCallback;
return this;
},
/**
* Exposes the resetStable method.
* This is useful if you want to allow users to update the physics settings of your layout interactively
*/
resetStable: resetStable,
/**
* Stops animation and deallocates all allocated resources
*/
dispose: dispose,
// expose properties
renderer: renderer,
camera: camera,
scene: scene,
layout: layout
};
initialize();
return graphics;
function onFrame(cb) {
// todo: allow multiple callbacks
beforeFrameRender = cb;
}
function initialize() {
nodeUIBuilder = defaults.createNodeUI;
nodeRenderer = defaults.nodeRenderer;
linkUIBuilder = defaults.createLinkUI;
linkRenderer = defaults.linkRenderer;
nodeUI = {}; linkUI = {}; // Storage for UI of nodes/links
graph.forEachLink(initLink);
graph.forEachNode(initNode);
graph.on('changed', onGraphChanged);
if (settings.interactive) createControls();
}
function run() {
if (disposed) return;
requestAnimationFrame(run);
if (!isStable) {
isStable = layout.step();
}
controls.update();
renderOneFrame();
}
function dispose(options) {
// let clients selectively choose what to dispose
disposed = true;
options = merge(options, {
layout: true,
dom: true,
scene: true
});
beforeFrameRender = null;
graph.off('changed', onGraphChanged);
if (options.layout) layout.dispose();
if (options.scene) {
scene.traverse(function (object) {
if (typeof object.deallocate === 'function') {
object.deallocate();
}
disposeThreeObject(object.geometry);
disposeThreeObject(object.material);
});
}
if (options.dom) {
var domElement = renderer.domElement;
if(domElement && domElement.parentNode) {
domElement.parentNode.removeChild(domElement);
}
}
if (settings.interactive) {
controls.removeEventListener('change', renderOneFrame);
controls.dispose();
}
}
function disposeThreeObject(obj) {
if (!obj) return;
if (obj.deallocate === 'function') {
obj.deallocate();
}
if (obj.dispose === 'function') {
obj.dispose();
}
}
function renderOneFrame() {
if (beforeFrameRender) {
beforeFrameRender();
}
// todo: this adds GC pressure. Remove functional iterators
Object.keys(linkUI).forEach(renderLink);
Object.keys(nodeUI).forEach(renderNode);
renderer.render(scene, camera);
}
function renderNode(nodeId) {
nodeRenderer(nodeUI[nodeId]);
}
function renderLink(linkId) {
linkRenderer(linkUI[linkId]);
}
function initNode(node) {
var ui = nodeUIBuilder(node);
if (!ui) return;
// augment it with position data:
ui.pos = layout.getNodePosition(node.id);
// and store for subsequent use:
nodeUI[node.id] = ui;
scene.add(ui);
}
function initLink(link) {
var ui = linkUIBuilder(link);
if (!ui) return;
ui.from = layout.getNodePosition(link.fromId);
ui.to = layout.getNodePosition(link.toId);
linkUI[link.id] = ui;
scene.add(ui);
}
function onGraphChanged(changes) {
resetStable();
for (var i = 0; i < changes.length; ++i) {
var change = changes[i];
if (change.changeType === 'add') {
if (change.node) {
initNode(change.node);
}
if (change.link) {
initLink(change.link);
}
} else if (change.changeType === 'remove') {
if (change.node) {
var node = nodeUI[change.node.id];
if (node) { scene.remove(node); }
delete nodeUI[change.node.id];
}
if (change.link) {
var link = linkUI[change.link.id];
if (link) { scene.remove(link); }
delete linkUI[change.link.id];
}
}
}
}
function resetStable() {
isStable = false;
}
function createLayout(settings) {
if (settings.layout) {
return settings.layout; // user has its own layout algorithm. Use it;
}
// otherwise let's create a default force directed layout:
return require('ngraph.forcelayout3d')(graph, settings.physicsSettings);
}
function createRenderer(settings) {
if (settings.renderer) {
return settings.renderer;
}
var isWebGlSupported = ( function () { try { var canvas = document.createElement( 'canvas' ); return !! window.WebGLRenderingContext && ( canvas.getContext( 'webgl' ) || canvas.getContext( 'experimental-webgl' ) ); } catch( e ) { return false; } } )();
var renderer = isWebGlSupported ? new THREE.WebGLRenderer(settings) : new THREE.CanvasRenderer(settings);
var width, height;
if (settings.container) {
width = settings.container.clientWidth;
height = settings.container.clientHeight;
} else {
width = window.innerWidth;
height = window.innerHeight;
}
renderer.setSize(width, height);
if (settings.container) {
settings.container.appendChild(renderer.domElement);
} else {
document.body.appendChild(renderer.domElement);
}
return renderer;
}
function createCamera(settings) {
if (settings.camera) {
return settings.camera;
}
var container = renderer.domElement;
var camera = new THREE.PerspectiveCamera(75, container.clientWidth/container.clientHeight, 0.1, 3000);
camera.position.z = 400;
return camera;
}
function createControls() {
var Controls = require('three.trackball');
controls = new Controls(camera, renderer.domElement);
controls.panSpeed = 0.8;
controls.staticMoving = true;
controls.dynamicDampingFactor = 0.3;
controls.addEventListener('change', renderOneFrame);
graphics.controls = controls;
}
function rebuildUI() {
Object.keys(nodeUI).forEach(function (nodeId) {
scene.remove(nodeUI[nodeId]);
});
nodeUI = {};
Object.keys(linkUI).forEach(function (linkId) {
scene.remove(linkUI[linkId]);
});
linkUI = {};
graph.forEachLink(initLink);
graph.forEachNode(initNode);
}
};