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661 lines
17 KiB
661 lines
17 KiB
5 years ago
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// https://d3js.org/d3-force/ Version 1.1.0. Copyright 2017 Mike Bostock.
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(function (global, factory) {
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typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports, require('d3-quadtree'), require('d3-collection'), require('d3-dispatch'), require('d3-timer')) :
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typeof define === 'function' && define.amd ? define(['exports', 'd3-quadtree', 'd3-collection', 'd3-dispatch', 'd3-timer'], factory) :
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(factory((global.d3 = global.d3 || {}),global.d3,global.d3,global.d3,global.d3));
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}(this, (function (exports,d3Quadtree,d3Collection,d3Dispatch,d3Timer) { 'use strict';
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var center = function(x, y) {
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var nodes;
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if (x == null) x = 0;
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if (y == null) y = 0;
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function force() {
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var i,
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n = nodes.length,
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node,
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sx = 0,
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sy = 0;
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for (i = 0; i < n; ++i) {
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node = nodes[i], sx += node.x, sy += node.y;
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}
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for (sx = sx / n - x, sy = sy / n - y, i = 0; i < n; ++i) {
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node = nodes[i], node.x -= sx, node.y -= sy;
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}
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}
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force.initialize = function(_) {
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nodes = _;
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};
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force.x = function(_) {
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return arguments.length ? (x = +_, force) : x;
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};
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force.y = function(_) {
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return arguments.length ? (y = +_, force) : y;
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};
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return force;
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};
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var constant = function(x) {
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return function() {
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return x;
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};
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};
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var jiggle = function() {
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return (Math.random() - 0.5) * 1e-6;
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};
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function x(d) {
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return d.x + d.vx;
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}
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function y(d) {
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return d.y + d.vy;
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}
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var collide = function(radius) {
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var nodes,
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radii,
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strength = 1,
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iterations = 1;
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if (typeof radius !== "function") radius = constant(radius == null ? 1 : +radius);
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function force() {
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var i, n = nodes.length,
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tree,
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node,
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xi,
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yi,
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ri,
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ri2;
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for (var k = 0; k < iterations; ++k) {
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tree = d3Quadtree.quadtree(nodes, x, y).visitAfter(prepare);
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for (i = 0; i < n; ++i) {
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node = nodes[i];
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ri = radii[node.index], ri2 = ri * ri;
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xi = node.x + node.vx;
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yi = node.y + node.vy;
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tree.visit(apply);
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}
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}
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function apply(quad, x0, y0, x1, y1) {
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var data = quad.data, rj = quad.r, r = ri + rj;
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if (data) {
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if (data.index > node.index) {
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var x = xi - data.x - data.vx,
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y = yi - data.y - data.vy,
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l = x * x + y * y;
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if (l < r * r) {
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if (x === 0) x = jiggle(), l += x * x;
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if (y === 0) y = jiggle(), l += y * y;
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l = (r - (l = Math.sqrt(l))) / l * strength;
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node.vx += (x *= l) * (r = (rj *= rj) / (ri2 + rj));
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node.vy += (y *= l) * r;
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data.vx -= x * (r = 1 - r);
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data.vy -= y * r;
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}
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}
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return;
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}
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return x0 > xi + r || x1 < xi - r || y0 > yi + r || y1 < yi - r;
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}
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}
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function prepare(quad) {
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if (quad.data) return quad.r = radii[quad.data.index];
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for (var i = quad.r = 0; i < 4; ++i) {
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if (quad[i] && quad[i].r > quad.r) {
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quad.r = quad[i].r;
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}
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}
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}
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function initialize() {
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if (!nodes) return;
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var i, n = nodes.length, node;
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radii = new Array(n);
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for (i = 0; i < n; ++i) node = nodes[i], radii[node.index] = +radius(node, i, nodes);
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}
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force.initialize = function(_) {
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nodes = _;
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initialize();
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};
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force.iterations = function(_) {
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return arguments.length ? (iterations = +_, force) : iterations;
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};
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force.strength = function(_) {
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return arguments.length ? (strength = +_, force) : strength;
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};
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force.radius = function(_) {
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return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;
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};
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return force;
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};
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function index(d) {
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return d.index;
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}
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function find(nodeById, nodeId) {
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var node = nodeById.get(nodeId);
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if (!node) throw new Error("missing: " + nodeId);
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return node;
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}
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var link = function(links) {
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var id = index,
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strength = defaultStrength,
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strengths,
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distance = constant(30),
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distances,
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nodes,
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count,
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bias,
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iterations = 1;
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if (links == null) links = [];
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function defaultStrength(link) {
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return 1 / Math.min(count[link.source.index], count[link.target.index]);
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}
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function force(alpha) {
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for (var k = 0, n = links.length; k < iterations; ++k) {
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for (var i = 0, link, source, target, x, y, l, b; i < n; ++i) {
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link = links[i], source = link.source, target = link.target;
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x = target.x + target.vx - source.x - source.vx || jiggle();
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y = target.y + target.vy - source.y - source.vy || jiggle();
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l = Math.sqrt(x * x + y * y);
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l = (l - distances[i]) / l * alpha * strengths[i];
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x *= l, y *= l;
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target.vx -= x * (b = bias[i]);
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target.vy -= y * b;
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source.vx += x * (b = 1 - b);
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source.vy += y * b;
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}
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}
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}
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function initialize() {
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if (!nodes) return;
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var i,
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n = nodes.length,
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m = links.length,
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nodeById = d3Collection.map(nodes, id),
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link;
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for (i = 0, count = new Array(n); i < m; ++i) {
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link = links[i], link.index = i;
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if (typeof link.source !== "object") link.source = find(nodeById, link.source);
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if (typeof link.target !== "object") link.target = find(nodeById, link.target);
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count[link.source.index] = (count[link.source.index] || 0) + 1;
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count[link.target.index] = (count[link.target.index] || 0) + 1;
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}
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for (i = 0, bias = new Array(m); i < m; ++i) {
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link = links[i], bias[i] = count[link.source.index] / (count[link.source.index] + count[link.target.index]);
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}
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strengths = new Array(m), initializeStrength();
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distances = new Array(m), initializeDistance();
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}
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function initializeStrength() {
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if (!nodes) return;
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for (var i = 0, n = links.length; i < n; ++i) {
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strengths[i] = +strength(links[i], i, links);
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}
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}
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function initializeDistance() {
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if (!nodes) return;
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for (var i = 0, n = links.length; i < n; ++i) {
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distances[i] = +distance(links[i], i, links);
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}
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}
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force.initialize = function(_) {
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nodes = _;
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initialize();
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};
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force.links = function(_) {
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return arguments.length ? (links = _, initialize(), force) : links;
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};
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force.id = function(_) {
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return arguments.length ? (id = _, force) : id;
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};
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force.iterations = function(_) {
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return arguments.length ? (iterations = +_, force) : iterations;
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};
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force.strength = function(_) {
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return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initializeStrength(), force) : strength;
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};
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force.distance = function(_) {
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return arguments.length ? (distance = typeof _ === "function" ? _ : constant(+_), initializeDistance(), force) : distance;
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};
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return force;
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};
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function x$1(d) {
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return d.x;
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}
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function y$1(d) {
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return d.y;
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}
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var initialRadius = 10;
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var initialAngle = Math.PI * (3 - Math.sqrt(5));
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var simulation = function(nodes) {
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var simulation,
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alpha = 1,
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alphaMin = 0.001,
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alphaDecay = 1 - Math.pow(alphaMin, 1 / 300),
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alphaTarget = 0,
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velocityDecay = 0.6,
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forces = d3Collection.map(),
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stepper = d3Timer.timer(step),
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event = d3Dispatch.dispatch("tick", "end");
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if (nodes == null) nodes = [];
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function step() {
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tick();
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event.call("tick", simulation);
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if (alpha < alphaMin) {
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stepper.stop();
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event.call("end", simulation);
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}
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}
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function tick() {
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var i, n = nodes.length, node;
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alpha += (alphaTarget - alpha) * alphaDecay;
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forces.each(function(force) {
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force(alpha);
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});
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for (i = 0; i < n; ++i) {
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node = nodes[i];
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if (node.fx == null) node.x += node.vx *= velocityDecay;
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else node.x = node.fx, node.vx = 0;
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if (node.fy == null) node.y += node.vy *= velocityDecay;
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else node.y = node.fy, node.vy = 0;
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}
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}
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function initializeNodes() {
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for (var i = 0, n = nodes.length, node; i < n; ++i) {
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node = nodes[i], node.index = i;
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if (isNaN(node.x) || isNaN(node.y)) {
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var radius = initialRadius * Math.sqrt(i), angle = i * initialAngle;
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node.x = radius * Math.cos(angle);
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node.y = radius * Math.sin(angle);
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}
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if (isNaN(node.vx) || isNaN(node.vy)) {
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node.vx = node.vy = 0;
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}
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}
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}
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function initializeForce(force) {
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if (force.initialize) force.initialize(nodes);
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return force;
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}
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initializeNodes();
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return simulation = {
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tick: tick,
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restart: function() {
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return stepper.restart(step), simulation;
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},
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stop: function() {
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return stepper.stop(), simulation;
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},
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nodes: function(_) {
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return arguments.length ? (nodes = _, initializeNodes(), forces.each(initializeForce), simulation) : nodes;
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},
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alpha: function(_) {
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return arguments.length ? (alpha = +_, simulation) : alpha;
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},
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alphaMin: function(_) {
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return arguments.length ? (alphaMin = +_, simulation) : alphaMin;
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},
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alphaDecay: function(_) {
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return arguments.length ? (alphaDecay = +_, simulation) : +alphaDecay;
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},
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alphaTarget: function(_) {
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return arguments.length ? (alphaTarget = +_, simulation) : alphaTarget;
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},
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velocityDecay: function(_) {
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return arguments.length ? (velocityDecay = 1 - _, simulation) : 1 - velocityDecay;
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},
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force: function(name, _) {
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return arguments.length > 1 ? ((_ == null ? forces.remove(name) : forces.set(name, initializeForce(_))), simulation) : forces.get(name);
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},
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find: function(x, y, radius) {
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var i = 0,
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n = nodes.length,
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dx,
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dy,
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d2,
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node,
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closest;
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if (radius == null) radius = Infinity;
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else radius *= radius;
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for (i = 0; i < n; ++i) {
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node = nodes[i];
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dx = x - node.x;
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dy = y - node.y;
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d2 = dx * dx + dy * dy;
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if (d2 < radius) closest = node, radius = d2;
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}
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return closest;
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},
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on: function(name, _) {
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return arguments.length > 1 ? (event.on(name, _), simulation) : event.on(name);
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}
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};
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};
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var manyBody = function() {
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var nodes,
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node,
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alpha,
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strength = constant(-30),
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strengths,
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distanceMin2 = 1,
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distanceMax2 = Infinity,
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theta2 = 0.81;
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function force(_) {
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var i, n = nodes.length, tree = d3Quadtree.quadtree(nodes, x$1, y$1).visitAfter(accumulate);
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for (alpha = _, i = 0; i < n; ++i) node = nodes[i], tree.visit(apply);
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}
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function initialize() {
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if (!nodes) return;
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var i, n = nodes.length, node;
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strengths = new Array(n);
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for (i = 0; i < n; ++i) node = nodes[i], strengths[node.index] = +strength(node, i, nodes);
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}
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function accumulate(quad) {
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var strength = 0, q, c, weight = 0, x, y, i;
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// For internal nodes, accumulate forces from child quadrants.
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if (quad.length) {
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for (x = y = i = 0; i < 4; ++i) {
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if ((q = quad[i]) && (c = Math.abs(q.value))) {
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strength += q.value, weight += c, x += c * q.x, y += c * q.y;
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}
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}
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quad.x = x / weight;
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quad.y = y / weight;
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}
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// For leaf nodes, accumulate forces from coincident quadrants.
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else {
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q = quad;
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q.x = q.data.x;
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q.y = q.data.y;
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do strength += strengths[q.data.index];
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while (q = q.next);
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}
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quad.value = strength;
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}
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function apply(quad, x1, _, x2) {
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if (!quad.value) return true;
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var x = quad.x - node.x,
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|
y = quad.y - node.y,
|
||
|
w = x2 - x1,
|
||
|
l = x * x + y * y;
|
||
|
|
||
|
// Apply the Barnes-Hut approximation if possible.
|
||
|
// Limit forces for very close nodes; randomize direction if coincident.
|
||
|
if (w * w / theta2 < l) {
|
||
|
if (l < distanceMax2) {
|
||
|
if (x === 0) x = jiggle(), l += x * x;
|
||
|
if (y === 0) y = jiggle(), l += y * y;
|
||
|
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
|
||
|
node.vx += x * quad.value * alpha / l;
|
||
|
node.vy += y * quad.value * alpha / l;
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
// Otherwise, process points directly.
|
||
|
else if (quad.length || l >= distanceMax2) return;
|
||
|
|
||
|
// Limit forces for very close nodes; randomize direction if coincident.
|
||
|
if (quad.data !== node || quad.next) {
|
||
|
if (x === 0) x = jiggle(), l += x * x;
|
||
|
if (y === 0) y = jiggle(), l += y * y;
|
||
|
if (l < distanceMin2) l = Math.sqrt(distanceMin2 * l);
|
||
|
}
|
||
|
|
||
|
do if (quad.data !== node) {
|
||
|
w = strengths[quad.data.index] * alpha / l;
|
||
|
node.vx += x * w;
|
||
|
node.vy += y * w;
|
||
|
} while (quad = quad.next);
|
||
|
}
|
||
|
|
||
|
force.initialize = function(_) {
|
||
|
nodes = _;
|
||
|
initialize();
|
||
|
};
|
||
|
|
||
|
force.strength = function(_) {
|
||
|
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
|
||
|
};
|
||
|
|
||
|
force.distanceMin = function(_) {
|
||
|
return arguments.length ? (distanceMin2 = _ * _, force) : Math.sqrt(distanceMin2);
|
||
|
};
|
||
|
|
||
|
force.distanceMax = function(_) {
|
||
|
return arguments.length ? (distanceMax2 = _ * _, force) : Math.sqrt(distanceMax2);
|
||
|
};
|
||
|
|
||
|
force.theta = function(_) {
|
||
|
return arguments.length ? (theta2 = _ * _, force) : Math.sqrt(theta2);
|
||
|
};
|
||
|
|
||
|
return force;
|
||
|
};
|
||
|
|
||
|
var radial = function(radius, x, y) {
|
||
|
var nodes,
|
||
|
strength = constant(0.1),
|
||
|
strengths,
|
||
|
radiuses;
|
||
|
|
||
|
if (typeof radius !== "function") radius = constant(+radius);
|
||
|
if (x == null) x = 0;
|
||
|
if (y == null) y = 0;
|
||
|
|
||
|
function force(alpha) {
|
||
|
for (var i = 0, n = nodes.length; i < n; ++i) {
|
||
|
var node = nodes[i],
|
||
|
dx = node.x - x || 1e-6,
|
||
|
dy = node.y - y || 1e-6,
|
||
|
r = Math.sqrt(dx * dx + dy * dy),
|
||
|
k = (radiuses[i] - r) * strengths[i] * alpha / r;
|
||
|
node.vx += dx * k;
|
||
|
node.vy += dy * k;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initialize() {
|
||
|
if (!nodes) return;
|
||
|
var i, n = nodes.length;
|
||
|
strengths = new Array(n);
|
||
|
radiuses = new Array(n);
|
||
|
for (i = 0; i < n; ++i) {
|
||
|
radiuses[i] = +radius(nodes[i], i, nodes);
|
||
|
strengths[i] = isNaN(radiuses[i]) ? 0 : +strength(nodes[i], i, nodes);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
force.initialize = function(_) {
|
||
|
nodes = _, initialize();
|
||
|
};
|
||
|
|
||
|
force.strength = function(_) {
|
||
|
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
|
||
|
};
|
||
|
|
||
|
force.radius = function(_) {
|
||
|
return arguments.length ? (radius = typeof _ === "function" ? _ : constant(+_), initialize(), force) : radius;
|
||
|
};
|
||
|
|
||
|
force.x = function(_) {
|
||
|
return arguments.length ? (x = +_, force) : x;
|
||
|
};
|
||
|
|
||
|
force.y = function(_) {
|
||
|
return arguments.length ? (y = +_, force) : y;
|
||
|
};
|
||
|
|
||
|
return force;
|
||
|
};
|
||
|
|
||
|
var x$2 = function(x) {
|
||
|
var strength = constant(0.1),
|
||
|
nodes,
|
||
|
strengths,
|
||
|
xz;
|
||
|
|
||
|
if (typeof x !== "function") x = constant(x == null ? 0 : +x);
|
||
|
|
||
|
function force(alpha) {
|
||
|
for (var i = 0, n = nodes.length, node; i < n; ++i) {
|
||
|
node = nodes[i], node.vx += (xz[i] - node.x) * strengths[i] * alpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initialize() {
|
||
|
if (!nodes) return;
|
||
|
var i, n = nodes.length;
|
||
|
strengths = new Array(n);
|
||
|
xz = new Array(n);
|
||
|
for (i = 0; i < n; ++i) {
|
||
|
strengths[i] = isNaN(xz[i] = +x(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
force.initialize = function(_) {
|
||
|
nodes = _;
|
||
|
initialize();
|
||
|
};
|
||
|
|
||
|
force.strength = function(_) {
|
||
|
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
|
||
|
};
|
||
|
|
||
|
force.x = function(_) {
|
||
|
return arguments.length ? (x = typeof _ === "function" ? _ : constant(+_), initialize(), force) : x;
|
||
|
};
|
||
|
|
||
|
return force;
|
||
|
};
|
||
|
|
||
|
var y$2 = function(y) {
|
||
|
var strength = constant(0.1),
|
||
|
nodes,
|
||
|
strengths,
|
||
|
yz;
|
||
|
|
||
|
if (typeof y !== "function") y = constant(y == null ? 0 : +y);
|
||
|
|
||
|
function force(alpha) {
|
||
|
for (var i = 0, n = nodes.length, node; i < n; ++i) {
|
||
|
node = nodes[i], node.vy += (yz[i] - node.y) * strengths[i] * alpha;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
function initialize() {
|
||
|
if (!nodes) return;
|
||
|
var i, n = nodes.length;
|
||
|
strengths = new Array(n);
|
||
|
yz = new Array(n);
|
||
|
for (i = 0; i < n; ++i) {
|
||
|
strengths[i] = isNaN(yz[i] = +y(nodes[i], i, nodes)) ? 0 : +strength(nodes[i], i, nodes);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
force.initialize = function(_) {
|
||
|
nodes = _;
|
||
|
initialize();
|
||
|
};
|
||
|
|
||
|
force.strength = function(_) {
|
||
|
return arguments.length ? (strength = typeof _ === "function" ? _ : constant(+_), initialize(), force) : strength;
|
||
|
};
|
||
|
|
||
|
force.y = function(_) {
|
||
|
return arguments.length ? (y = typeof _ === "function" ? _ : constant(+_), initialize(), force) : y;
|
||
|
};
|
||
|
|
||
|
return force;
|
||
|
};
|
||
|
|
||
|
exports.forceCenter = center;
|
||
|
exports.forceCollide = collide;
|
||
|
exports.forceLink = link;
|
||
|
exports.forceManyBody = manyBody;
|
||
|
exports.forceRadial = radial;
|
||
|
exports.forceSimulation = simulation;
|
||
|
exports.forceX = x$2;
|
||
|
exports.forceY = y$2;
|
||
|
|
||
|
Object.defineProperty(exports, '__esModule', { value: true });
|
||
|
|
||
|
})));
|