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/**
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* @constructor
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*/
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function ForceDirected() {
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var forceField = {};
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var canvas = 0;
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// parametry layoutu
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var inumber = 30; // pocet iteraci; default 300
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var inumberClick = 20; // pocet iteraci u tlacitka
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var repulsiveStrength = 400; // odpudiva sila (prima umera); default 450
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var attractiveStrength = 510; // pritazliva sila (neprima umera, nesmi byt 0); default 110
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var dampeningEffect = 1000; // tlumeni sily (nesmi byt 0); default 200
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var borderRatio = 1; // hranice layoutu (cislo kterym se deli velikost canvasu)
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// tahle funkce se mi nelibi, je treba to vyresit jinak, nici to layout (nechat na 1)
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/**
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* Force directed layout for visible components.
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*/
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this.run = function() {
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var border = canvas / borderRatio;
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var visibleNodes = app.viewportComponent.getNodeList(),
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otherVisibleNodes = [];
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var i = 0,
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j = 0;
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for (i = 0; i < visibleNodes.length; i++) {
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forceField[getId(visibleNodes[i])] = [0, 0];
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}
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// calculate repulsive force
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for (i = 0; i < visibleNodes.length; i++) {
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var currNode = visibleNodes[i];
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// other nodes
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for (var j = 0; j < visibleNodes.length; j++){
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otherVisibleNodes[j] = visibleNodes[j];
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}
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otherVisibleNodes.splice(i, 1);
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// iterate over other nodes
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for (j = 0; j < otherVisibleNodes.length; j++) {
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var otherNode = otherVisibleNodes[j];
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var currPosition = currNode.getPosition();
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var otherPosition = otherNode.getPosition();
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// calculate force
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var x = currPosition.x - otherPosition.x;
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var y = currPosition.y - otherPosition.y;
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var sum = Math.pow(x, 2) + Math.pow(y, 2);
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var distance = Math.sqrt(sum);
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if (distance !== 0) {
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forceField[getId(currNode)][0] += Math.floor(x * (repulsiveStrength / distance));
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forceField[getId(currNode)][1] += Math.floor(y * (repulsiveStrength / distance));
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}
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}
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}
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// calculate attractive forces
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for (i = 0; i < visibleNodes.length; i++){
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var currNode = visibleNodes[i];
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for (j = 0; j < currNode.getInEdgeList().length; j++) {
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var otherNode = currNode.getInEdgeList()[j].getFrom();
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var currPosition = currNode.getPosition();
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var otherPosition = otherNode.getPosition();
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// calculate force
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var x = currPosition.x - otherPosition.x;
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var y = currPosition.y - otherPosition.y;
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var sum = Math.pow(x, 2) + Math.pow(y, 2);
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var distance = Math.sqrt(sum);
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forceField[getId(currNode)][0] += Math.round(-1 * x * (distance / attractiveStrength));
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forceField[getId(currNode)][1] += Math.round(-1 * y * (distance / attractiveStrength));
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}
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for (j = 0; j < currNode.getOutEdgeList().length; j++) {
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var otherNode = currNode.getOutEdgeList()[j].getTo();
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var currPosition = currNode.getPosition();
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var otherPosition = otherNode.getPosition();
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// calculate force
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var x = currPosition.x - otherPosition.x;
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var y = currPosition.y - otherPosition.y;
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var sum = Math.pow(x, 2) + Math.pow(y, 2);
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var distance = Math.sqrt(sum);
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forceField[getId(currNode)][0] += Math.round(-1 * x * (distance / attractiveStrength));
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forceField[getId(currNode)][1] += Math.round(-1 * y * (distance / attractiveStrength));
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}
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}
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// applying the force
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for (i = 0; i < visibleNodes.length; i++){
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var currNode = visibleNodes[i],
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halfCan = canvas / 2,
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deltaX = currNode.getPosition().x - halfCan,
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deltaY = currNode.getPosition().y - halfCan;
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// tohle drzi layout uprostred, chtelo by to vymyslet nejak lip, docela ho to kurvi
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/*
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if (deltaX > 0) {
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currNode.x = Math.min(currNode.getPosition().x, (canvas/2)+border);
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} else {
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currNode.x = Math.max(currNode.getPosition().x, (canvas/2)-border);
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}
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if (deltaY > 0) {
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currNode.y = Math.min(currNode.getPosition().y, (canvas/2)+border);
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} else {
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currNode.y = Math.max(currNode.getPosition().y, (canvas/2)-border);
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}
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*/
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// kolecko
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var dist = Math.sqrt(Math.pow(deltaX, 2) + Math.pow(deltaY, +2)),
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maxDist = Math.sqrt(Math.pow(border, 2) + Math.pow(border, +2));
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if (dist > maxDist){
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var ratio = maxDist / dist,
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newX = deltaX * ratio,
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newY = deltaY * ratio;
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currNode.x += newX - deltaX;
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currNode.y += newY - deltaY;
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}
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// force dampening
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var forceX = Math.floor(forceField[getId(currNode)][0] / dampeningEffect),
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forceY = Math.floor(forceField[getId(currNode)][1] / dampeningEffect);
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// adding a random effect
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/*
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forceX += -3+Math.floor((Math.random()*6)+1);
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forceY += -3+Math.floor((Math.random()*6)+1);
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*/
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// moving a component
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if (Math.abs(forceX) > 1 || Math.abs(forceY) > 1) {
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var coords = new Coordinates(
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currNode.getPosition().x + forceX,
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currNode.getPosition().y + forceY,
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);
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currNode.setPosition(coords);
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currNode.move(coords);
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}
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}
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};
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/**
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* @param {(Vertex|Group)} node Graph node.
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* @returns {string} Unique identifier of a graph node (group or vertex).
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*/
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function getId(node) {
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var prefix;
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if (node instanceof Vertex) {
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prefix = 'vertex-';
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} else if (node instanceof Group) {
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prefix = 'group-';
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} else {
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prefix = '';
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}
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return prefix + node.id;
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}
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}
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