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overlaps
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@@ -41,7 +41,7 @@
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y: (targetRect.top + targetRect.bottom) / 2,
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};
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arrowPt = intersectLineBox(src, dst, targetRect);
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arrowPt = intersectLineBox(src, dst, targetRect)[0];
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arrowAngle = Math.atan2(dst.y - src.y, dst.x - src.x);
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}
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@@ -11,6 +11,7 @@ const STEP_COUNT = 100;
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const TIMESTEP = 0.2;
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const MAX_OVERLAPS_MOVES = 100;
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const SOLVE_OVERLAPS_FROM_STEP = 90;
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const OVERLAP_DISTANCE_ADD = 15;
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export interface ISpringyNodePosition {
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nodeData: any;
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@@ -331,6 +332,8 @@ export class ForceDirectedLayout {
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});
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}
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attractFromLines() {}
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updateVelocity(timestep: number) {
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this.eachNode((node, point) => {
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// Is this, along with updatePosition below, the only places that your
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@@ -354,7 +357,7 @@ export class ForceDirectedLayout {
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solveOverlaps() {
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this.eachNode((n1, point1) => {
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for (let i = 0; i < MAX_OVERLAPS_MOVES; i += 1) {
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let overlap = false;
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let overlapDistance = null;
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this.eachNode((n2, point2) => {
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if (n1 == n2) return;
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const distance = rectangle_distance(
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@@ -368,13 +371,19 @@ export class ForceDirectedLayout {
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point2.position.y + n2.height / 2
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);
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if (distance == null) {
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overlap = true;
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overlapDistance = 0;
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}
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if (distance < OVERLAP_DISTANCE_ADD) {
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if (overlapDistance == null || distance < overlapDistance) overlapDistance = distance;
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}
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});
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if (!overlap) {
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if (overlapDistance == null) {
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break;
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}
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point1.position = point1.position.add(point1.velocity.multiply(TIMESTEP));
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point1.position = point1.position.add(
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point1.velocity.normalise().multiply(OVERLAP_DISTANCE_ADD - overlapDistance)
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);
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point1.velocity = point1.velocity.multiply(0.9);
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}
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});
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}
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@@ -431,6 +440,7 @@ export class ForceDirectedLayout {
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this.applyCoulombsLaw();
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this.applyHookesLaw();
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this.attractToCentre();
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this.attractFromLines();
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this.updateVelocity(timestep);
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this.updatePosition(timestep);
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if (stepNumber >= SOLVE_OVERLAPS_FROM_STEP) {
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@@ -12,15 +12,15 @@ interface IBoxBounds {
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// helpers for figuring out where to draw arrows
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export function intersectLineLine(p1: IPoint, p2: IPoint, p3: IPoint, p4: IPoint): IPoint {
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var denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
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const denom = (p4.y - p3.y) * (p2.x - p1.x) - (p4.x - p3.x) * (p2.y - p1.y);
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// lines are parallel
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if (denom === 0) {
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return null;
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}
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var ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom;
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var ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom;
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const ua = ((p4.x - p3.x) * (p1.y - p3.y) - (p4.y - p3.y) * (p1.x - p3.x)) / denom;
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const ub = ((p2.x - p1.x) * (p1.y - p3.y) - (p2.y - p1.y) * (p1.x - p3.x)) / denom;
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if (ua < 0 || ua > 1 || ub < 0 || ub > 1) {
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return null;
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@@ -32,25 +32,26 @@ export function intersectLineLine(p1: IPoint, p2: IPoint, p3: IPoint, p4: IPoint
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};
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}
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export function intersectLineBox(p1: IPoint, p2: IPoint, box: IBoxBounds): IPoint {
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var tl = { x: box.left, y: box.top };
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var tr = { x: box.right, y: box.top };
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var bl = { x: box.left, y: box.bottom };
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var br = { x: box.right, y: box.bottom };
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export function intersectLineBox(p1: IPoint, p2: IPoint, box: IBoxBounds): IPoint[] {
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const tl = { x: box.left, y: box.top };
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const tr = { x: box.right, y: box.top };
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const bl = { x: box.left, y: box.bottom };
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const br = { x: box.right, y: box.bottom };
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var result;
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if ((result = intersectLineLine(p1, p2, tl, tr))) {
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return result;
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const res = [];
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let item;
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if ((item = intersectLineLine(p1, p2, tl, tr))) {
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res.push(item);
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} // top
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if ((result = intersectLineLine(p1, p2, tr, br))) {
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return result;
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if ((item = intersectLineLine(p1, p2, tr, br))) {
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res.push(item);
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} // right
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if ((result = intersectLineLine(p1, p2, br, bl))) {
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return result;
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if ((item = intersectLineLine(p1, p2, br, bl))) {
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res.push(item);
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} // bottom
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if ((result = intersectLineLine(p1, p2, bl, tl))) {
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return result;
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if ((item = intersectLineLine(p1, p2, bl, tl))) {
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res.push(item);
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} // left
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return null;
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return res;
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}
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