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Merge pull request #278 from antvis/force-layout-optimization
perf: ⚡️ new force computing method for force directed layout
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Original file line number | Diff line number | Diff line change |
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@@ -1,13 +1,14 @@ | ||
export { default as Combo } from './Combo'; | ||
export { default as ContextMenu } from './ContextMenu'; | ||
export { default as CreateEdge } from './CreateEdge'; | ||
export { default as EdgeBundling } from './EdgeBundling'; | ||
export { default as FishEye } from './FishEye'; | ||
export { default as Grid } from './Grid'; | ||
export { default as Hull, HullCfg } from './Hull'; | ||
export { default as LayoutSelector } from './LayoutSelector'; | ||
export { default as Legend } from './Legend'; | ||
export { default as MiniMap } from './MiniMap'; | ||
export { default as Toolbar } from './Toolbar'; | ||
export { default as Tooltip } from './Tooltip'; | ||
export { default as Grid } from './Grid'; | ||
export * from './typing'; | ||
export { default as VisSettingPanel } from './VisSettingPanel'; |
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Original file line number | Diff line number | Diff line change |
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@@ -0,0 +1,120 @@ | ||
import { quadtree } from 'd3-quadtree'; | ||
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const theta2 = 0.81; // Barnes-Hut approximation threshold | ||
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interface Node { | ||
x: number; | ||
y: number; | ||
} | ||
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interface InternalNode { | ||
x: number; | ||
y: number; | ||
vx: number; | ||
vy: number; | ||
} | ||
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export function forceNBodyBruteForce(nodes: Node[], coulombDisScale: number, repulsion: number) { | ||
return nodes.map((a, i) => { | ||
const v = { vx: 0, vy: 0 }; | ||
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nodes.forEach((b, j) => { | ||
if (i === j) return; | ||
const dx = a.x - b.x; | ||
const dy = a.y - b.y; | ||
const len = Math.sqrt(dx * dx + dy * dy); | ||
const dis = len * coulombDisScale; | ||
const force = repulsion / (dis * dis) || 0; | ||
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v.vx += (dx / len || 0) * force; | ||
v.vy += (dy / len || 0) * force; | ||
}); | ||
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return v; | ||
}); | ||
} | ||
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export function forceNBody(nodes: Node[], coulombDisScale: number, repulsion: number) { | ||
const weight = repulsion / (coulombDisScale * coulombDisScale); | ||
const data = nodes.map((n, i) => ({ | ||
index: i, | ||
...n, | ||
vx: 0, | ||
vy: 0, | ||
weight, | ||
})); | ||
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const tree = quadtree( | ||
data, | ||
d => d.x, | ||
d => d.y, | ||
).visitAfter(accumulate); // init internal node | ||
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data.forEach(n => { | ||
computeForce(n, tree); | ||
}); | ||
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return data.map(n => ({ | ||
vx: n.vx, | ||
vy: n.vy, | ||
})); | ||
} | ||
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// @ts-ignore | ||
function accumulate(quad) { | ||
let accWeight = 0; | ||
let accX = 0; | ||
let accY = 0; | ||
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if (quad.length) { | ||
// internal node, accumulate 4 child quads | ||
for (let i = 0; i < 4; i++) { | ||
const q = quad[i]; | ||
if (q && q.weight) { | ||
accWeight += q.weight; | ||
accX += q.x * q.weight; | ||
accY += q.y * q.weight; | ||
} | ||
} | ||
quad.x = accX / accWeight; | ||
quad.y = accY / accWeight; | ||
quad.weight = accWeight; | ||
} else { | ||
// leaf node | ||
const q = quad; | ||
quad.x = q.data.x; | ||
quad.y = q.data.y; | ||
quad.weight = q.data.weight; | ||
} | ||
} | ||
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// @ts-ignore | ||
function computeForce(node: InternalNode, tree) { | ||
// @ts-ignore | ||
const apply = (quad, x1: number, y1: number, x2: number, y2: number) => { | ||
const dx = node.x - quad.x; | ||
const dy = node.y - quad.y; | ||
const width = x2 - x1; | ||
const len2 = dx * dx + dy * dy; | ||
const len = Math.sqrt(len2); | ||
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// far node, apply Barnes-Hut approximation | ||
if ((width * width) / theta2 < len2) { | ||
node.vx += ((dx / len) * quad.weight) / len2; | ||
node.vy += ((dy / len) * quad.weight) / len2; | ||
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return true; | ||
} | ||
// near quad, compute force directly | ||
if (quad.length) return false; // internal node, visit children | ||
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// leaf node | ||
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if (quad.data !== node) { | ||
node.vx += ((dx / len) * quad.data.weight) / len2; | ||
node.vy += ((dy / len) * quad.data.weight) / len2; | ||
} | ||
}; | ||
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tree.visit(apply); | ||
} |