272 lines
8.3 KiB
JavaScript
272 lines
8.3 KiB
JavaScript
/* *
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*
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* Networkgraph series
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*
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* (c) 2010-2021 Paweł Fus
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*
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* License: www.highcharts.com/license
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*
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* !!!!!!! SOURCE GETS TRANSPILED BY TYPESCRIPT. EDIT TS FILE ONLY. !!!!!!!
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*
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* */
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'use strict';
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/* *
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*
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* Class
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*
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* */
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/**
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* The QuadTree node class. Used in Networkgraph chart as a base for Barnes-Hut
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* approximation.
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*
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* @private
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* @class
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* @name Highcharts.QuadTreeNode
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*
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* @param {Highcharts.Dictionary<number>} box
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* Available space for the node
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*/
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var QuadTreeNode = /** @class */ (function () {
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/* *
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*
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* Constructor
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*
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* */
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function QuadTreeNode(box) {
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/* *
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*
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* Properties
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*
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* */
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/**
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* Read only. If QuadTreeNode is an external node, Point is stored in
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* `this.body`.
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*
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* @name Highcharts.QuadTreeNode#body
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* @type {boolean|Highcharts.Point}
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*/
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this.body = false;
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/**
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* Read only. Internal nodes when created are empty to reserve the
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* space. If Point is added to this QuadTreeNode, QuadTreeNode is no
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* longer empty.
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*
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* @name Highcharts.QuadTreeNode#isEmpty
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* @type {boolean}
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*/
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this.isEmpty = false;
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/**
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* Read only. Flag to determine if QuadTreeNode is internal (and has
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* subnodes with mass and central position) or external (bound to
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* Point).
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*
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* @name Highcharts.QuadTreeNode#isInternal
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* @type {boolean}
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*/
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this.isInternal = false;
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/**
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* Read only. Array of subnodes. Empty if QuadTreeNode has just one
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* Point. When added another Point to this QuadTreeNode, array is
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* filled with four subnodes.
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*
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* @name Highcharts.QuadTreeNode#nodes
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* @type {Array<Highcharts.QuadTreeNode>}
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*/
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this.nodes = [];
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/**
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* Read only. The available space for node.
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*
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* @name Highcharts.QuadTreeNode#box
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* @type {Highcharts.Dictionary<number>}
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*/
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this.box = box;
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/**
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* Read only. The minium of width and height values.
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*
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* @name Highcharts.QuadTreeNode#boxSize
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* @type {number}
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*/
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this.boxSize = Math.min(box.width, box.height);
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}
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/* *
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*
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* Functions
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*
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* */
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/**
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* When inserting another node into the box, that already hove one node,
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* divide the available space into another four quadrants.
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*
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* Indexes of quadrants are:
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* ```
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* ------------- -------------
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* | | | | |
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* | | | 0 | 1 |
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* | | divide() | | |
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* | 1 | -----------> -------------
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* | | | | |
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* | | | 3 | 2 |
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* | | | | |
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* ------------- -------------
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* ```
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*/
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QuadTreeNode.prototype.divideBox = function () {
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var halfWidth = this.box.width / 2, halfHeight = this.box.height / 2;
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// Top left
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this.nodes[0] = new QuadTreeNode({
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left: this.box.left,
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top: this.box.top,
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width: halfWidth,
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height: halfHeight
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});
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// Top right
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this.nodes[1] = new QuadTreeNode({
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left: this.box.left + halfWidth,
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top: this.box.top,
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width: halfWidth,
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height: halfHeight
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});
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// Bottom right
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this.nodes[2] = new QuadTreeNode({
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left: this.box.left + halfWidth,
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top: this.box.top + halfHeight,
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width: halfWidth,
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height: halfHeight
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});
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// Bottom left
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this.nodes[3] = new QuadTreeNode({
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left: this.box.left,
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top: this.box.top + halfHeight,
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width: halfWidth,
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height: halfHeight
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});
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};
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/**
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* Determine which of the quadrants should be used when placing node in
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* the QuadTree. Returned index is always in range `< 0 , 3 >`.
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* @private
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*/
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QuadTreeNode.prototype.getBoxPosition = function (point) {
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var left = point.plotX < this.box.left + this.box.width / 2, top = point.plotY < this.box.top + this.box.height / 2;
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var index;
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if (left) {
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if (top) {
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// Top left
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index = 0;
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}
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else {
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// Bottom left
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index = 3;
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}
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}
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else {
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if (top) {
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// Top right
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index = 1;
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}
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else {
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// Bottom right
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index = 2;
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}
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}
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return index;
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};
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/**
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* Insert recursively point(node) into the QuadTree. If the given
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* quadrant is already occupied, divide it into smaller quadrants.
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*
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* @param {Highcharts.Point} point
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* Point/node to be inserted
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* @param {number} depth
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* Max depth of the QuadTree
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*/
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QuadTreeNode.prototype.insert = function (point, depth) {
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var newQuadTreeNode;
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if (this.isInternal) {
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// Internal node:
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this.nodes[this.getBoxPosition(point)].insert(point, depth - 1);
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}
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else {
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this.isEmpty = false;
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if (!this.body) {
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// First body in a quadrant:
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this.isInternal = false;
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this.body = point;
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}
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else {
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if (depth) {
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// Every other body in a quadrant:
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this.isInternal = true;
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this.divideBox();
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// Reinsert main body only once:
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if (this.body !== true) {
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this.nodes[this.getBoxPosition(this.body)]
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.insert(this.body, depth - 1);
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this.body = true;
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}
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// Add second body:
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this.nodes[this.getBoxPosition(point)]
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.insert(point, depth - 1);
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}
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else {
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// We are below max allowed depth. That means either:
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// - really huge number of points
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// - falling two points into exactly the same position
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// In this case, create another node in the QuadTree.
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//
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// Alternatively we could add some noise to the
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// position, but that could result in different
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// rendered chart in exporting.
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newQuadTreeNode = new QuadTreeNode({
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top: point.plotX || NaN,
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left: point.plotY || NaN,
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// Width/height below 1px
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width: 0.1,
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height: 0.1
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});
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newQuadTreeNode.body = point;
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newQuadTreeNode.isInternal = false;
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this.nodes.push(newQuadTreeNode);
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}
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}
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}
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};
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/**
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* Each quad node requires it's mass and center position. That mass and
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* position is used to imitate real node in the layout by approximation.
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*/
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QuadTreeNode.prototype.updateMassAndCenter = function () {
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var mass = 0, plotX = 0, plotY = 0;
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if (this.isInternal) {
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// Calcualte weightened mass of the quad node:
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for (var _i = 0, _a = this.nodes; _i < _a.length; _i++) {
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var pointMass = _a[_i];
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if (!pointMass.isEmpty) {
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mass += pointMass.mass;
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plotX += pointMass.plotX * pointMass.mass;
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plotY += pointMass.plotY * pointMass.mass;
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}
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}
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plotX /= mass;
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plotY /= mass;
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}
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else if (this.body) {
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// Just one node, use coordinates directly:
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mass = this.body.mass;
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plotX = this.body.plotX;
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plotY = this.body.plotY;
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}
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// Store details:
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this.mass = mass;
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this.plotX = plotX;
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this.plotY = plotY;
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};
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return QuadTreeNode;
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}());
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/* *
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*
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* Default Export
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*
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* */
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export default QuadTreeNode;
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