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Dennis Hotson 2012-10-26 00:31:34 +11:00
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<!DOCTYPE html>
<html>
<head>
<title>Springy - A force directed graph layout algorithm in JavaScript.</title>
<link href='http://fonts.googleapis.com/css?family=IM+Fell+English+SC|IM+Fell+English:400,400italic' rel='stylesheet' type='text/css'>
<script src="springy.js"></script>
<style>
body {
background: #FFF;
font-family: 'IM Fell English', serif;
font-size: 18px;
line-height: 1.4;
text-align: center;
}
h1 {
font-weight: normal;
font-size: 48px;
font-family: 'IM Fell English SC', serif;
}
.subtitle {
font-size: 24px;
font-style: italic;
}
h2 {
font-weight: normal;
font-size: 32px;
font-family: 'IM Fell English SC', serif;
margin-top: 0;
}
.section {
width: 650px;
margin: 0 auto;
text-align: left;
}
.divider {
margin: 30px 0;
text-align: center;
}
.example {
box-sizing: border-box;
background: #EEEEEE;
box-shadow: 0 0 50px 0 rgba(0,0,0,0.2) inset;
}
pre {
font-family: monospace;
background: #EEEEEE;
padding: 15px;
}
.Function { font-weight: bold; }
.Normal { font-weight: bold; }
.Identifier { font-weight: bold; }
.Comment { color: #808080; }
</style>
</head>
<body>
<h1>Springy.js</h1>
<p class="subtitle">A force directed graph layout algorithm for JavaScript.</p>
<div class="divider"><img src="branch.png" align="top" /></div>
<div id="what" class="section">
<h2>What is Springy?</h2>
<p>Springy is a force directed graph layout algorithm.</p>
<p>So what does this &ldquo;force directed&rdquo; stuff mean anyway? Excellent question!</p>
<p>It basically means that it uses some real world physics to try and figure out how to show a network graph in a nice way.</p>
<p>Here's an example:</p>
<canvas id="adv" class="example" width="650" height="300"></canvas>
<p>You can imagine it as a bunch of springs connected to each other.</p>
</div>
<script>
(function() {
// make a new graph
var graph = new Graph();
// make some nodes
var node1 = graph.newNode({label: 'Norway Spruce'});
var node2 = graph.newNode({label: 'Sicilian Fir'});
var node3 = graph.newNode({label: 'Sumatran Pine'});
var node4 = graph.newNode({label: 'Japanese Larch'});
// connect them with an edge
graph.newEdge(node1, node2);
graph.newEdge(node2, node3);
graph.newEdge(node2, node4);
graph.newEdge(node1, node4);
var layout = new Layout.ForceDirected(
graph,
200.0, // Spring stiffness
400.0, // Node repulsion
0.5 // Damping
);
var canvas = document.getElementById('adv');
var ctx = canvas.getContext('2d');
var renderer = new Renderer(10, layout,
function clear() {
ctx.clearRect(0, 0, 650, 300);
},
function drawEdge(edge, p1, p2) {
ctx.save();
ctx.translate(325, 150);
ctx.strokeStyle = 'rgba(0,0,0,0.1)';
ctx.lineWidth = 3.0;
ctx.beginPath();
ctx.moveTo(p1.x * 50, p1.y * 40);
ctx.lineTo(p2.x * 50, p2.y * 40);
ctx.stroke();
ctx.restore();
},
function drawNode(node, p) {
ctx.save();
ctx.translate(325, 150);
ctx.font = "18px 'IM Fell English', serif";
var width = ctx.measureText(node.data.label).width;
var x = p.x * 50;
var y = p.y * 40;
ctx.clearRect(x - width / 2.0 - 5, y - 12, width + 10, 24);
ctx.fillStyle = '#000000';
ctx.fillText(node.data.label, x - width / 2.0, y + 5);
ctx.restore();
}
);
renderer.start();
})()
</script>
<div class="divider"><img src="pine.png" /></div>
<div id="usage" class="section">
<h2>Basic usage</h2>
<p>springy.js by itself is quite plain and doesn't include any code to do rendering or drag and drop etc. It's just for calculating the layout.</p>
<p>The drawing and interaction stuff is mostly up to you.</p>
<p>However, I've written a little helper jQuery plugin called springyui.js to help get you started. It's got a semi-decent default renderer and some half assed drag and drop.</p>
<p>Take a look at <a href="#">demo.html</a> and <a href="#">springyui.js</a> for an example of usage.</p>
</div>
<div class="divider"><img src="nut.png" /></div>
<div id="usage" class="section">
<h2>Advanced usage</h2>
<p>If you're keen to do your own custom drawing, you'll need to know a few things before you get started.</p>
<p>This is the basic graph API, you can create nodes and edges etc.</p>
<pre>
<span class="Comment">// make a new graph</span>
<span class="Identifier">var</span> graph = <span class="Normal">new</span> Graph();
<span class="Comment">// make some nodes</span>
<span class="Identifier">var</span> node1 = graph.newNode(<span class="Function">{</span>label: <span class="String">'Norway Spruce'</span><span class="Function">}</span>);
<span class="Identifier">var</span> node2 = graph.newNode(<span class="Function">{</span>label: <span class="String">'Sicilian Fir'</span><span class="Function">}</span>);
<span class="Comment">// connect them with an edge</span>
graph.newEdge(node1, node2);
</pre>
<p>So now to draw this graph, lets make a layout object:</p>
<pre>
<span class="Identifier">var</span> layout = <span class="Normal">new</span> Layout.ForceDirected(
graph,
<span class="Constant">400</span>.<span class="Constant">0</span>, <span class="Comment">// Spring stiffness</span>
<span class="Constant">400</span>.<span class="Constant">0</span>, <span class="Comment">// Node repulsion</span>
<span class="Constant">0</span>.<span class="Constant">5</span> <span class="Comment">// Damping</span>
);
</pre>
<p>I've written a Renderer class, which will handle the rendering loop. You just need to provide some callbacks to do the actual drawing.</p>
<pre>
<span class="Identifier">var</span> renderer = <span class="Normal">new</span> Renderer(<span class="Constant">10</span>, layout,
<span class="Function">function</span> clear() <span class="Function">{</span>
<span class="Comment">// code to clear screen</span>
<span class="Function">}</span>,
<span class="Function">function</span> drawEdge(edge, p1, p2) <span class="Function">{</span>
<span class="Comment">// draw an edge</span>
<span class="Function">}</span>,
<span class="Function">function</span> drawNode(node, p) <span class="Function">{</span>
<span class="Comment">// draw a node</span>
<span class="Function">}</span>
);
</pre>
<p>Now, just start the rendering loop:</p>
<pre>
renderer.start();
</pre>
<div class="divider"><img src="cone.png" /></div>
<div id="usage" class="section">
<h2>Acknowledgements</h2>
</div>
<div class="divider"><img src="dome.png" /></div>
</body>

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/**
* Springy v1.0.1
*
* Copyright (c) 2010 Dennis Hotson
*
* 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.
*/
//https://developer.mozilla.org/en/JavaScript/Reference/Global_Objects/Array/forEach
if ( !Array.prototype.forEach ) {
Array.prototype.forEach = function( callback, thisArg ) {
var T, k;
if ( this == null ) {
throw new TypeError( " this is null or not defined" );
}
var O = Object(this);
var len = O.length >>> 0; // Hack to convert O.length to a UInt32
if ( {}.toString.call(callback) != "[object Function]" ) {
throw new TypeError( callback + " is not a function" );
}
if ( thisArg ) {
T = thisArg;
}
k = 0;
while( k < len ) {
var kValue;
if ( k in O ) {
kValue = O[ k ];
callback.call( T, kValue, k, O );
}
k++;
}
};
}
var Graph = function() {
this.nodeSet = {};
this.nodes = [];
this.edges = [];
this.adjacency = {};
this.nextNodeId = 0;
this.nextEdgeId = 0;
this.eventListeners = [];
};
var Node = function(id, data) {
this.id = id;
this.data = typeof(data) !== 'undefined' ? data : {};
};
var Edge = function(id, source, target, data) {
this.id = id;
this.source = source;
this.target = target;
this.data = typeof(data) !== 'undefined' ? data : {};
};
Graph.prototype.addNode = function(node) {
if (typeof(this.nodeSet[node.id]) === 'undefined') {
this.nodes.push(node);
}
this.nodeSet[node.id] = node;
this.notify();
return node;
};
Graph.prototype.addEdge = function(edge) {
var exists = false;
this.edges.forEach(function(e) {
if (edge.id === e.id) { exists = true; }
});
if (!exists) {
this.edges.push(edge);
}
if (typeof(this.adjacency[edge.source.id]) === 'undefined') {
this.adjacency[edge.source.id] = {};
}
if (typeof(this.adjacency[edge.source.id][edge.target.id]) === 'undefined') {
this.adjacency[edge.source.id][edge.target.id] = [];
}
exists = false;
this.adjacency[edge.source.id][edge.target.id].forEach(function(e) {
if (edge.id === e.id) { exists = true; }
});
if (!exists) {
this.adjacency[edge.source.id][edge.target.id].push(edge);
}
this.notify();
return edge;
};
Graph.prototype.newNode = function(data) {
var node = new Node(this.nextNodeId++, data);
this.addNode(node);
return node;
};
Graph.prototype.newEdge = function(source, target, data) {
var edge = new Edge(this.nextEdgeId++, source, target, data);
this.addEdge(edge);
return edge;
};
// find the edges from node1 to node2
Graph.prototype.getEdges = function(node1, node2) {
if (typeof(this.adjacency[node1.id]) !== 'undefined'
&& typeof(this.adjacency[node1.id][node2.id]) !== 'undefined') {
return this.adjacency[node1.id][node2.id];
}
return [];
};
// remove a node and it's associated edges from the graph
Graph.prototype.removeNode = function(node) {
if (typeof(this.nodeSet[node.id]) !== 'undefined') {
delete this.nodeSet[node.id];
}
for (var i = this.nodes.length - 1; i >= 0; i--) {
if (this.nodes[i].id === node.id) {
this.nodes.splice(i, 1);
}
}
this.detachNode(node);
};
// removes edges associated with a given node
Graph.prototype.detachNode = function(node) {
var tmpEdges = this.edges.slice();
tmpEdges.forEach(function(e) {
if (e.source.id === node.id || e.target.id === node.id) {
this.removeEdge(e);
}
}, this);
this.notify();
};
// remove a node and it's associated edges from the graph
Graph.prototype.removeEdge = function(edge) {
for (var i = this.edges.length - 1; i >= 0; i--) {
if (this.edges[i].id === edge.id) {
this.edges.splice(i, 1);
}
}
for (var x in this.adjacency) {
for (var y in this.adjacency[x]) {
var edges = this.adjacency[x][y];
for (var j=edges.length - 1; j>=0; j--) {
if (this.adjacency[x][y][j].id === edge.id) {
this.adjacency[x][y].splice(j, 1);
}
}
}
}
this.notify();
};
/* Merge a list of nodes and edges into the current graph. eg.
var o = {
nodes: [
{id: 123, data: {type: 'user', userid: 123, displayname: 'aaa'}},
{id: 234, data: {type: 'user', userid: 234, displayname: 'bbb'}}
],
edges: [
{from: 0, to: 1, type: 'submitted_design', directed: true, data: {weight: }}
]
}
*/
Graph.prototype.merge = function(data) {
var nodes = [];
data.nodes.forEach(function(n) {
nodes.push(this.addNode(new Node(n.id, n.data)));
}, this);
data.edges.forEach(function(e) {
var from = nodes[e.from];
var to = nodes[e.to];
var id = (e.directed)
? (id = e.type + "-" + from.id + "-" + to.id)
: (from.id < to.id) // normalise id for non-directed edges
? e.type + "-" + from.id + "-" + to.id
: e.type + "-" + to.id + "-" + from.id;
var edge = this.addEdge(new Edge(id, from, to, e.data));
edge.data.type = e.type;
}, this);
};
Graph.prototype.filterNodes = function(fn) {
var tmpNodes = this.nodes.slice();
tmpNodes.forEach(function(n) {
if (!fn(n)) {
this.removeNode(n);
}
}, this);
};
Graph.prototype.filterEdges = function(fn) {
var tmpEdges = this.edges.slice();
tmpEdges.forEach(function(e) {
if (!fn(e)) {
this.removeEdge(e);
}
}, this);
};
Graph.prototype.addGraphListener = function(obj) {
this.eventListeners.push(obj);
};
Graph.prototype.notify = function() {
this.eventListeners.forEach(function(obj){
obj.graphChanged();
});
};
// -----------
var Layout = {};
Layout.ForceDirected = function(graph, stiffness, repulsion, damping) {
this.graph = graph;
this.stiffness = stiffness; // spring stiffness constant
this.repulsion = repulsion; // repulsion constant
this.damping = damping; // velocity damping factor
this.nodePoints = {}; // keep track of points associated with nodes
this.edgeSprings = {}; // keep track of springs associated with edges
};
Layout.ForceDirected.prototype.point = function(node) {
if (typeof(this.nodePoints[node.id]) === 'undefined') {
var mass = typeof(node.data.mass) !== 'undefined' ? node.data.mass : 1.0;
this.nodePoints[node.id] = new Layout.ForceDirected.Point(Vector.random(), mass);
}
return this.nodePoints[node.id];
};
Layout.ForceDirected.prototype.spring = function(edge) {
if (typeof(this.edgeSprings[edge.id]) === 'undefined') {
var length = typeof(edge.data.length) !== 'undefined' ? edge.data.length : 1.0;
var existingSpring = false;
var from = this.graph.getEdges(edge.source, edge.target);
from.forEach(function(e) {
if (existingSpring === false && typeof(this.edgeSprings[e.id]) !== 'undefined') {
existingSpring = this.edgeSprings[e.id];
}
}, this);
if (existingSpring !== false) {
return new Layout.ForceDirected.Spring(existingSpring.point1, existingSpring.point2, 0.0, 0.0);
}
var to = this.graph.getEdges(edge.target, edge.source);
from.forEach(function(e){
if (existingSpring === false && typeof(this.edgeSprings[e.id]) !== 'undefined') {
existingSpring = this.edgeSprings[e.id];
}
}, this);
if (existingSpring !== false) {
return new Layout.ForceDirected.Spring(existingSpring.point2, existingSpring.point1, 0.0, 0.0);
}
this.edgeSprings[edge.id] = new Layout.ForceDirected.Spring(
this.point(edge.source), this.point(edge.target), length, this.stiffness
);
}
return this.edgeSprings[edge.id];
};
// callback should accept two arguments: Node, Point
Layout.ForceDirected.prototype.eachNode = function(callback) {
var t = this;
this.graph.nodes.forEach(function(n){
callback.call(t, n, t.point(n));
});
};
// callback should accept two arguments: Edge, Spring
Layout.ForceDirected.prototype.eachEdge = function(callback) {
var t = this;
this.graph.edges.forEach(function(e){
callback.call(t, e, t.spring(e));
});
};
// callback should accept one argument: Spring
Layout.ForceDirected.prototype.eachSpring = function(callback) {
var t = this;
this.graph.edges.forEach(function(e){
callback.call(t, t.spring(e));
});
};
// Physics stuff
Layout.ForceDirected.prototype.applyCoulombsLaw = function() {
this.eachNode(function(n1, point1) {
this.eachNode(function(n2, point2) {
if (point1 !== point2)
{
var d = point1.p.subtract(point2.p);
var distance = d.magnitude() + 0.1; // avoid massive forces at small distances (and divide by zero)
var direction = d.normalise();
// apply force to each end point
point1.applyForce(direction.multiply(this.repulsion).divide(distance * distance * 0.5));
point2.applyForce(direction.multiply(this.repulsion).divide(distance * distance * -0.5));
}
});
});
};
Layout.ForceDirected.prototype.applyHookesLaw = function() {
this.eachSpring(function(spring){
var d = spring.point2.p.subtract(spring.point1.p); // the direction of the spring
var displacement = spring.length - d.magnitude();
var direction = d.normalise();
// apply force to each end point
spring.point1.applyForce(direction.multiply(spring.k * displacement * -0.5));
spring.point2.applyForce(direction.multiply(spring.k * displacement * 0.5));
});
};
Layout.ForceDirected.prototype.attractToCentre = function() {
this.eachNode(function(node, point) {
var direction = point.p.multiply(-1.0);
point.applyForce(direction.multiply(this.repulsion / 50.0));
});
};
Layout.ForceDirected.prototype.updateVelocity = function(timestep) {
this.eachNode(function(node, point) {
// Is this, along with updatePosition below, the only places that your
// integration code exist?
point.v = point.v.add(point.a.multiply(timestep)).multiply(this.damping);
point.a = new Vector(0,0);
});
};
Layout.ForceDirected.prototype.updatePosition = function(timestep) {
this.eachNode(function(node, point) {
// Same question as above; along with updateVelocity, is this all of
// your integration code?
point.p = point.p.add(point.v.multiply(timestep));
});
};
// Calculate the total kinetic energy of the system
Layout.ForceDirected.prototype.totalEnergy = function(timestep) {
var energy = 0.0;
this.eachNode(function(node, point) {
var speed = point.v.magnitude();
energy += 0.5 * point.m * speed * speed;
});
return energy;
};
var __bind = function(fn, me){ return function(){ return fn.apply(me, arguments); }; }; // stolen from coffeescript, thanks jashkenas! ;-)
Layout.requestAnimationFrame = __bind(window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(callback, element) {
window.setTimeout(callback, 10);
}, window);
// start simulation
Layout.ForceDirected.prototype.start = function(interval, render, done) {
var t = this;
if (this._started) return;
this._started = true;
Layout.requestAnimationFrame(function step() {
t.applyCoulombsLaw();
t.applyHookesLaw();
t.attractToCentre();
t.updateVelocity(0.03);
t.updatePosition(0.03);
if (typeof(render) !== 'undefined')
render();
// stop simulation when energy of the system goes below a threshold
if (t.totalEnergy() < 0.01) {
t._started = false;
if (typeof(done) !== 'undefined') { done(); }
} else {
Layout.requestAnimationFrame(step);
}
});
};
// Find the nearest point to a particular position
Layout.ForceDirected.prototype.nearest = function(pos) {
var min = {node: null, point: null, distance: null};
var t = this;
this.graph.nodes.forEach(function(n){
var point = t.point(n);
var distance = point.p.subtract(pos).magnitude();
if (min.distance === null || distance < min.distance) {
min = {node: n, point: point, distance: distance};
}
});
return min;
};
// returns [bottomleft, topright]
Layout.ForceDirected.prototype.getBoundingBox = function() {
var bottomleft = new Vector(-2,-2);
var topright = new Vector(2,2);
this.eachNode(function(n, point) {
if (point.p.x < bottomleft.x) {
bottomleft.x = point.p.x;
}
if (point.p.y < bottomleft.y) {
bottomleft.y = point.p.y;
}
if (point.p.x > topright.x) {
topright.x = point.p.x;
}
if (point.p.y > topright.y) {
topright.y = point.p.y;
}
});
var padding = topright.subtract(bottomleft).multiply(0.07); // ~5% padding
return {bottomleft: bottomleft.subtract(padding), topright: topright.add(padding)};
};
// Vector
Vector = function(x, y) {
this.x = x;
this.y = y;
};
Vector.random = function() {
return new Vector(10.0 * (Math.random() - 0.5), 10.0 * (Math.random() - 0.5));
};
Vector.prototype.add = function(v2) {
return new Vector(this.x + v2.x, this.y + v2.y);
};
Vector.prototype.subtract = function(v2) {
return new Vector(this.x - v2.x, this.y - v2.y);
};
Vector.prototype.multiply = function(n) {
return new Vector(this.x * n, this.y * n);
};
Vector.prototype.divide = function(n) {
return new Vector((this.x / n) || 0, (this.y / n) || 0); // Avoid divide by zero errors..
};
Vector.prototype.magnitude = function() {
return Math.sqrt(this.x*this.x + this.y*this.y);
};
Vector.prototype.normal = function() {
return new Vector(-this.y, this.x);
};
Vector.prototype.normalise = function() {
return this.divide(this.magnitude());
};
// Point
Layout.ForceDirected.Point = function(position, mass) {
this.p = position; // position
this.m = mass; // mass
this.v = new Vector(0, 0); // velocity
this.a = new Vector(0, 0); // acceleration
};
Layout.ForceDirected.Point.prototype.applyForce = function(force) {
this.a = this.a.add(force.divide(this.m));
};
// Spring
Layout.ForceDirected.Spring = function(point1, point2, length, k) {
this.point1 = point1;
this.point2 = point2;
this.length = length; // spring length at rest
this.k = k; // spring constant (See Hooke's law) .. how stiff the spring is
};
// Layout.ForceDirected.Spring.prototype.distanceToPoint = function(point)
// {
// // hardcore vector arithmetic.. ohh yeah!
// // .. see http://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment/865080#865080
// var n = this.point2.p.subtract(this.point1.p).normalise().normal();
// var ac = point.p.subtract(this.point1.p);
// return Math.abs(ac.x * n.x + ac.y * n.y);
// };
// Renderer handles the layout rendering loop
function Renderer(interval, layout, clear, drawEdge, drawNode) {
this.interval = interval;
this.layout = layout;
this.clear = clear;
this.drawEdge = drawEdge;
this.drawNode = drawNode;
this.layout.graph.addGraphListener(this);
}
Renderer.prototype.graphChanged = function(e) {
this.start();
};
Renderer.prototype.start = function() {
var t = this;
this.layout.start(50, function render() {
t.clear();
t.layout.eachEdge(function(edge, spring) {
t.drawEdge(edge, spring.point1.p, spring.point2.p);
});
t.layout.eachNode(function(node, point) {
t.drawNode(node, point.p);
});
});
};