// A rudimentary force layout using Gauss-Seidel.
d3.layout.force = function() {
var force = {},
event = d3.dispatch("tick"),
size = [1, 1],
drag,
alpha,
friction = .9,
linkDistance = d3_layout_forceLinkDistance,
linkStrength = d3_layout_forceLinkStrength,
charge = -30,
gravity = .1,
theta = .8,
interval,
nodes = [],
links = [],
distances,
strengths,
charges;
function repulse(node) {
return function(quad, x1, y1, x2, y2) {
if (quad.point !== node) {
var dx = quad.cx - node.x,
dy = quad.cy - node.y,
dn = 1 / Math.sqrt(dx * dx + dy * dy);
/* Barnes-Hut criterion. */
if ((x2 - x1) * dn < theta) {
var k = quad.charge * dn * dn;
node.px -= dx * k;
node.py -= dy * k;
return true;
}
if (quad.point && isFinite(dn)) {
var k = quad.pointCharge * dn * dn;
node.px -= dx * k;
node.py -= dy * k;
}
}
return !quad.charge;
};
}
function tick() {
var n = nodes.length,
m = links.length,
q,
i, // current index
o, // current object
s, // current source
t, // current target
l, // current distance
k, // current force
x, // x-distance
y; // y-distance
// gauss-seidel relaxation for links
for (i = 0; i < m; ++i) {
o = links[i];
s = o.source;
t = o.target;
x = t.x - s.x;
y = t.y - s.y;
if (l = (x * x + y * y)) {
l = alpha * strengths[i] * ((l = Math.sqrt(l)) - distances[i]) / l;
x *= l;
y *= l;
t.x -= x * (k = s.weight / (t.weight + s.weight));
t.y -= y * k;
s.x += x * (k = 1 - k);
s.y += y * k;
}
}
// apply gravity forces
if (k = alpha * gravity) {
x = size[0] / 2;
y = size[1] / 2;
i = -1; if (k) while (++i < n) {
o = nodes[i];
o.x += (x - o.x) * k;
o.y += (y - o.y) * k;
}
}
// compute quadtree center of mass and apply charge forces
if (charge) {
d3_layout_forceAccumulate(q = d3.geom.quadtree(nodes), alpha, charges);
i = -1; while (++i < n) {
if (!(o = nodes[i]).fixed) {
q.visit(repulse(o));
}
}
}
// position verlet integration
i = -1; while (++i < n) {
o = nodes[i];
if (o.fixed) {
o.x = o.px;
o.y = o.py;
} else {
o.x -= (o.px - (o.px = o.x)) * friction;
o.y -= (o.py - (o.py = o.y)) * friction;
}
}
event.tick({type: "tick", alpha: alpha});
// simulated annealing, basically
return (alpha *= .99) < .005;
}
force.on = function(type, listener) {
event.on(type, listener);
return force;
};
force.nodes = function(x) {
if (!arguments.length) return nodes;
nodes = x;
return force;
};
force.links = function(x) {
if (!arguments.length) return links;
links = x;
return force;
};
force.size = function(x) {
if (!arguments.length) return size;
size = x;
return force;
};
force.linkDistance = function(x) {
if (!arguments.length) return linkDistance;
linkDistance = d3.functor(x);
return force;
};
// For backwards-compatibility.
force.distance = force.linkDistance;
force.linkStrength = function(x) {
if (!arguments.length) return linkStrength;
linkStrength = d3.functor(x);
return force;
};
force.friction = function(x) {
if (!arguments.length) return friction;
friction = x;
return force;
};
force.charge = function(x) {
if (!arguments.length) return charge;
charge = typeof x === "function" ? x : +x;
return force;
};
force.gravity = function(x) {
if (!arguments.length) return gravity;
gravity = x;
return force;
};
force.theta = function(x) {
if (!arguments.length) return theta;
theta = x;
return force;
};
force.start = function() {
var i,
j,
n = nodes.length,
m = links.length,
w = size[0],
h = size[1],
neighbors,
o;
for (i = 0; i < n; ++i) {
(o = nodes[i]).index = i;
o.weight = 0;
}
distances = [];
strengths = [];
for (i = 0; i < m; ++i) {
o = links[i];
if (typeof o.source == "number") o.source = nodes[o.source];
if (typeof o.target == "number") o.target = nodes[o.target];
distances[i] = linkDistance.call(this, o, i);
strengths[i] = linkStrength.call(this, o, i);
++o.source.weight;
++o.target.weight;
}
for (i = 0; i < n; ++i) {
o = nodes[i];
if (isNaN(o.x)) o.x = position("x", w);
if (isNaN(o.y)) o.y = position("y", h);
if (isNaN(o.px)) o.px = o.x;
if (isNaN(o.py)) o.py = o.y;
}
charges = [];
if (typeof charge === "function") {
for (i = 0; i < n; ++i) {
charges[i] = +charge.call(this, nodes[i], i);
}
} else {
for (i = 0; i < n; ++i) {
charges[i] = charge;
}
}
// initialize node position based on first neighbor
function position(dimension, size) {
var neighbors = neighbor(i),
j = -1,
m = neighbors.length,
x;
while (++j < m) if (!isNaN(x = neighbors[j][dimension])) return x;
return Math.random() * size;
}
// initialize neighbors lazily
function neighbor() {
if (!neighbors) {
neighbors = [];
for (j = 0; j < n; ++j) {
neighbors[j] = [];
}
for (j = 0; j < m; ++j) {
var o = links[j];
neighbors[o.source.index].push(o.target);
neighbors[o.target.index].push(o.source);
}
}
return neighbors[i];
}
return force.resume();
};
force.resume = function() {
alpha = .1;
d3.timer(tick);
return force;
};
force.stop = function() {
alpha = 0;
return force;
};
// use `node.call(force.drag)` to make nodes draggable
force.drag = function() {
if (!drag) drag = d3.behavior.drag()
.on("dragstart", dragstart)
.on("drag", d3_layout_forceDrag)
.on("dragend", d3_layout_forceDragEnd);
this.on("mouseover.force", d3_layout_forceDragOver)
.on("mouseout.force", d3_layout_forceDragOut)
.call(drag);
};
function dragstart(d) {
d3_layout_forceDragOver(d3_layout_forceDragNode = d);
d3_layout_forceDragForce = force;
}
return force;
};
var d3_layout_forceDragForce,
d3_layout_forceDragNode;
function d3_layout_forceDragOver(d) {
d.fixed |= 2;
}
function d3_layout_forceDragOut(d) {
if (d !== d3_layout_forceDragNode) d.fixed &= 1;
}
function d3_layout_forceDragEnd() {
d3_layout_forceDrag();
d3_layout_forceDragNode.fixed &= 1;
d3_layout_forceDragForce = d3_layout_forceDragNode = null;
}
function d3_layout_forceDrag() {
d3_layout_forceDragNode.px += d3.event.dx;
d3_layout_forceDragNode.py += d3.event.dy;
d3_layout_forceDragForce.resume(); // restart annealing
}
function d3_layout_forceAccumulate(quad, alpha, charges) {
var cx = 0,
cy = 0;
quad.charge = 0;
if (!quad.leaf) {
var nodes = quad.nodes,
n = nodes.length,
i = -1,
c;
while (++i < n) {
c = nodes[i];
if (c == null) continue;
d3_layout_forceAccumulate(c, alpha, charges);
quad.charge += c.charge;
cx += c.charge * c.cx;
cy += c.charge * c.cy;
}
}
if (quad.point) {
// jitter internal nodes that are coincident
if (!quad.leaf) {
quad.point.x += Math.random() - .5;
quad.point.y += Math.random() - .5;
}
var k = alpha * charges[quad.point.index];
quad.charge += quad.pointCharge = k;
cx += k * quad.point.x;
cy += k * quad.point.y;
}
quad.cx = cx / quad.charge;
quad.cy = cy / quad.charge;
}
function d3_layout_forceLinkDistance(link) {
return 20;
}
function d3_layout_forceLinkStrength(link) {
return 1;
}