in the beginning

This commit is contained in:
Peter Cottle 2012-08-13 12:40:14 -07:00
commit a817cec5f5
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arbor_src/physics/system.js Normal file
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//
// system.js
//
// the main controller object for creating/modifying graphs
//
var ParticleSystem = function(repulsion, stiffness, friction, centerGravity, targetFps, dt, precision, integrator){
// also callable with ({integrator:, stiffness:, repulsion:, friction:, timestep:, fps:, dt:, gravity:})
var _changes=[]
var _notification=null
var _epoch = 0
var _screenSize = null
var _screenStep = .04
var _screenPadding = [20,20,20,20]
var _bounds = null
var _boundsTarget = null
if (typeof repulsion=='object'){
var _p = repulsion
friction = _p.friction
repulsion = _p.repulsion
targetFps = _p.fps
dt = _p.dt
stiffness = _p.stiffness
centerGravity = _p.gravity
precision = _p.precision
integrator = _p.integrator
}
// param validation and defaults
if (integrator!='verlet' && integrator!='euler') integrator='verlet'
friction = isNaN(friction) ? .5 : friction
repulsion = isNaN(repulsion) ? 1000 : repulsion
targetFps = isNaN(targetFps) ? 55 : targetFps
stiffness = isNaN(stiffness) ? 600 : stiffness
dt = isNaN(dt) ? 0.02 : dt
precision = isNaN(precision) ? .6 : precision
centerGravity = (centerGravity===true)
var _systemTimeout = (targetFps!==undefined) ? 1000/targetFps : 1000/50
var _parameters = {integrator:integrator, repulsion:repulsion, stiffness:stiffness, friction:friction, dt:dt, gravity:centerGravity, precision:precision, timeout:_systemTimeout}
var _energy
var state = {
renderer:null, // this is set by the library user
tween:null, // gets filled in by the Kernel
nodes:{}, // lookup based on node _id's from the worker
edges:{}, // likewise
adjacency:{}, // {name1:{name2:{}, name3:{}}}
names:{}, // lookup table based on 'name' field in data objects
kernel: null
}
var that={
parameters:function(newParams){
if (newParams!==undefined){
if (!isNaN(newParams.precision)){
newParams.precision = Math.max(0, Math.min(1, newParams.precision))
}
$.each(_parameters, function(p, v){
if (newParams[p]!==undefined) _parameters[p] = newParams[p]
})
state.kernel.physicsModified(newParams)
}
return _parameters
},
fps:function(newFPS){
if (newFPS===undefined) return state.kernel.fps()
else that.parameters({timeout:1000/(newFPS||50)})
},
start:function(){
state.kernel.start()
},
stop:function(){
state.kernel.stop()
},
addNode:function(name, data){
data = data || {}
var priorNode = state.names[name]
if (priorNode){
priorNode.data = data
return priorNode
}else if (name!=undefined){
// the data object has a few magic fields that are actually used
// by the simulation:
// 'mass' overrides the default of 1
// 'fixed' overrides the default of false
// 'x' & 'y' will set a starting position rather than
// defaulting to random placement
var x = (data.x!=undefined) ? data.x : null
var y = (data.y!=undefined) ? data.y : null
var fixed = (data.fixed) ? 1 : 0
var node = new Node(data)
node.name = name
state.names[name] = node
state.nodes[node._id] = node;
_changes.push({t:"addNode", id:node._id, m:node.mass, x:x, y:y, f:fixed})
that._notify();
return node;
}
},
// remove a node and its associated edges from the graph
pruneNode:function(nodeOrName) {
var node = that.getNode(nodeOrName)
if (typeof(state.nodes[node._id]) !== 'undefined'){
delete state.nodes[node._id]
delete state.names[node.name]
}
$.each(state.edges, function(id, e){
if (e.source._id === node._id || e.target._id === node._id){
that.pruneEdge(e);
}
})
_changes.push({t:"dropNode", id:node._id})
that._notify();
},
getNode:function(nodeOrName){
if (nodeOrName._id!==undefined){
return nodeOrName
}else if (typeof nodeOrName=='string' || typeof nodeOrName=='number'){
return state.names[nodeOrName]
}
// otherwise let it return undefined
},
eachNode:function(callback){
// callback should accept two arguments: Node, Point
$.each(state.nodes, function(id, n){
if (n._p.x==null || n._p.y==null) return
var pt = (_screenSize!==null) ? that.toScreen(n._p) : n._p
callback.call(that, n, pt);
})
},
addEdge:function(source, target, data){
source = that.getNode(source) || that.addNode(source)
target = that.getNode(target) || that.addNode(target)
data = data || {}
var edge = new Edge(source, target, data);
var src = source._id
var dst = target._id
state.adjacency[src] = state.adjacency[src] || {}
state.adjacency[src][dst] = state.adjacency[src][dst] || []
var exists = (state.adjacency[src][dst].length > 0)
if (exists){
// probably shouldn't allow multiple edges in same direction
// between same nodes? for now just overwriting the data...
$.extend(state.adjacency[src][dst].data, edge.data)
return
}else{
state.edges[edge._id] = edge
state.adjacency[src][dst].push(edge)
var len = (edge.length!==undefined) ? edge.length : 1
_changes.push({t:"addSpring", id:edge._id, fm:src, to:dst, l:len})
that._notify()
}
return edge;
},
// remove an edge and its associated lookup entries
pruneEdge:function(edge) {
_changes.push({t:"dropSpring", id:edge._id})
delete state.edges[edge._id]
for (var x in state.adjacency){
for (var y in state.adjacency[x]){
var edges = state.adjacency[x][y];
for (var j=edges.length - 1; j>=0; j--) {
if (state.adjacency[x][y][j]._id === edge._id){
state.adjacency[x][y].splice(j, 1);
}
}
}
}
that._notify();
},
// find the edges from node1 to node2
getEdges:function(node1, node2) {
node1 = that.getNode(node1)
node2 = that.getNode(node2)
if (!node1 || !node2) return []
if (typeof(state.adjacency[node1._id]) !== 'undefined'
&& typeof(state.adjacency[node1._id][node2._id]) !== 'undefined'){
return state.adjacency[node1._id][node2._id];
}
return [];
},
getEdgesFrom:function(node) {
node = that.getNode(node)
if (!node) return []
if (typeof(state.adjacency[node._id]) !== 'undefined'){
var nodeEdges = []
$.each(state.adjacency[node._id], function(id, subEdges){
nodeEdges = nodeEdges.concat(subEdges)
})
return nodeEdges
}
return [];
},
getEdgesTo:function(node) {
node = that.getNode(node)
if (!node) return []
var nodeEdges = []
$.each(state.edges, function(edgeId, edge){
if (edge.target == node) nodeEdges.push(edge)
})
return nodeEdges;
},
eachEdge:function(callback){
// callback should accept two arguments: Edge, Point
$.each(state.edges, function(id, e){
var p1 = state.nodes[e.source._id]._p
var p2 = state.nodes[e.target._id]._p
if (p1.x==null || p2.x==null) return
p1 = (_screenSize!==null) ? that.toScreen(p1) : p1
p2 = (_screenSize!==null) ? that.toScreen(p2) : p2
if (p1 && p2) callback.call(that, e, p1, p2);
})
},
prune:function(callback){
// callback should be of the form ƒ(node, {from:[],to:[]})
var changes = {dropped:{nodes:[], edges:[]}}
if (callback===undefined){
$.each(state.nodes, function(id, node){
changes.dropped.nodes.push(node)
that.pruneNode(node)
})
}else{
that.eachNode(function(node){
var drop = callback.call(that, node, {from:that.getEdgesFrom(node), to:that.getEdgesTo(node)})
if (drop){
changes.dropped.nodes.push(node)
that.pruneNode(node)
}
})
}
// trace('prune', changes.dropped)
return changes
},
graft:function(branch){
// branch is of the form: { nodes:{name1:{d}, name2:{d},...},
// edges:{fromNm:{toNm1:{d}, toNm2:{d}}, ...} }
var changes = {added:{nodes:[], edges:[]}}
if (branch.nodes) $.each(branch.nodes, function(name, nodeData){
var oldNode = that.getNode(name)
// should probably merge any x/y/m data as well...
// if (oldNode) $.extend(oldNode.data, nodeData)
if (oldNode) oldNode.data = nodeData
else changes.added.nodes.push( that.addNode(name, nodeData) )
state.kernel.start()
})
if (branch.edges) $.each(branch.edges, function(src, dsts){
var srcNode = that.getNode(src)
if (!srcNode) changes.added.nodes.push( that.addNode(src, {}) )
$.each(dsts, function(dst, edgeData){
// should probably merge any x/y/m data as well...
// if (srcNode) $.extend(srcNode.data, nodeData)
// i wonder if it should spawn any non-existant nodes that are part
// of one of these edge requests...
var dstNode = that.getNode(dst)
if (!dstNode) changes.added.nodes.push( that.addNode(dst, {}) )
var oldEdges = that.getEdges(src, dst)
if (oldEdges.length>0){
// trace("update",src,dst)
oldEdges[0].data = edgeData
}else{
// trace("new ->",src,dst)
changes.added.edges.push( that.addEdge(src, dst, edgeData) )
}
})
})
// trace('graft', changes.added)
return changes
},
merge:function(branch){
var changes = {added:{nodes:[], edges:[]}, dropped:{nodes:[], edges:[]}}
$.each(state.edges, function(id, edge){
// if ((branch.edges[edge.source.name]===undefined || branch.edges[edge.source.name][edge.target.name]===undefined) &&
// (branch.edges[edge.target.name]===undefined || branch.edges[edge.target.name][edge.source.name]===undefined)){
if ((branch.edges[edge.source.name]===undefined || branch.edges[edge.source.name][edge.target.name]===undefined)){
that.pruneEdge(edge)
changes.dropped.edges.push(edge)
}
})
var prune_changes = that.prune(function(node, edges){
if (branch.nodes[node.name] === undefined){
changes.dropped.nodes.push(node)
return true
}
})
var graft_changes = that.graft(branch)
changes.added.nodes = changes.added.nodes.concat(graft_changes.added.nodes)
changes.added.edges = changes.added.edges.concat(graft_changes.added.edges)
changes.dropped.nodes = changes.dropped.nodes.concat(prune_changes.dropped.nodes)
changes.dropped.edges = changes.dropped.edges.concat(prune_changes.dropped.edges)
// trace('changes', changes)
return changes
},
tweenNode:function(nodeOrName, dur, to){
var node = that.getNode(nodeOrName)
if (node) state.tween.to(node, dur, to)
},
tweenEdge:function(a,b,c,d){
if (d===undefined){
// called with (edge, dur, to)
that._tweenEdge(a,b,c)
}else{
// called with (node1, node2, dur, to)
var edges = that.getEdges(a,b)
$.each(edges, function(i, edge){
that._tweenEdge(edge, c, d)
})
}
},
_tweenEdge:function(edge, dur, to){
if (edge && edge._id!==undefined) state.tween.to(edge, dur, to)
},
_updateGeometry:function(e){
if (e != undefined){
var stale = (e.epoch<_epoch)
_energy = e.energy
var pts = e.geometry // an array of the form [id1,x1,y1, id2,x2,y2, ...]
if (pts!==undefined){
for (var i=0, j=pts.length/3; i<j; i++){
var id = pts[3*i]
// canary silencer...
if (stale && state.nodes[id]==undefined) continue
state.nodes[id]._p.x = pts[3*i + 1]
state.nodes[id]._p.y = pts[3*i + 2]
}
}
}
},
// convert to/from screen coordinates
screen:function(opts){
if (opts == undefined) return {size:(_screenSize)? objcopy(_screenSize) : undefined,
padding:_screenPadding.concat(),
step:_screenStep}
if (opts.size!==undefined) that.screenSize(opts.size.width, opts.size.height)
if (!isNaN(opts.step)) that.screenStep(opts.step)
if (opts.padding!==undefined) that.screenPadding(opts.padding)
},
screenSize:function(canvasWidth, canvasHeight){
_screenSize = {width:canvasWidth,height:canvasHeight}
that._updateBounds()
},
screenPadding:function(t,r,b,l){
if ($.isArray(t)) trbl = t
else trbl = [t,r,b,l]
var top = trbl[0]
var right = trbl[1]
var bot = trbl[2]
if (right===undefined) trbl = [top,top,top,top]
else if (bot==undefined) trbl = [top,right,top,right]
_screenPadding = trbl
},
screenStep:function(stepsize){
_screenStep = stepsize
},
toScreen:function(p) {
if (!_bounds || !_screenSize) return
// trace(p.x, p.y)
var _padding = _screenPadding || [0,0,0,0]
var size = _bounds.bottomright.subtract(_bounds.topleft)
var sx = _padding[3] + p.subtract(_bounds.topleft).divide(size.x).x * (_screenSize.width - (_padding[1] + _padding[3]))
var sy = _padding[0] + p.subtract(_bounds.topleft).divide(size.y).y * (_screenSize.height - (_padding[0] + _padding[2]))
// return arbor.Point(Math.floor(sx), Math.floor(sy))
return arbor.Point(sx, sy)
},
fromScreen:function(s) {
if (!_bounds || !_screenSize) return
var _padding = _screenPadding || [0,0,0,0]
var size = _bounds.bottomright.subtract(_bounds.topleft)
var px = (s.x-_padding[3]) / (_screenSize.width-(_padding[1]+_padding[3])) * size.x + _bounds.topleft.x
var py = (s.y-_padding[0]) / (_screenSize.height-(_padding[0]+_padding[2])) * size.y + _bounds.topleft.y
return arbor.Point(px, py);
},
_updateBounds:function(newBounds){
// step the renderer's current bounding box closer to the true box containing all
// the nodes. if _screenStep is set to 1 there will be no lag. if _screenStep is
// set to 0 the bounding box will remain stationary after being initially set
if (_screenSize===null) return
if (newBounds) _boundsTarget = newBounds
else _boundsTarget = that.bounds()
// _boundsTarget = newBounds || that.bounds()
// _boundsTarget.topleft = new Point(_boundsTarget.topleft.x,_boundsTarget.topleft.y)
// _boundsTarget.bottomright = new Point(_boundsTarget.bottomright.x,_boundsTarget.bottomright.y)
var bottomright = new Point(_boundsTarget.bottomright.x, _boundsTarget.bottomright.y)
var topleft = new Point(_boundsTarget.topleft.x, _boundsTarget.topleft.y)
var dims = bottomright.subtract(topleft)
var center = topleft.add(dims.divide(2))
var MINSIZE = 4 // perfect-fit scaling
// MINSIZE = Math.max(Math.max(MINSIZE,dims.y), dims.x) // proportional scaling
var size = new Point(Math.max(dims.x,MINSIZE), Math.max(dims.y,MINSIZE))
_boundsTarget.topleft = center.subtract(size.divide(2))
_boundsTarget.bottomright = center.add(size.divide(2))
if (!_bounds){
if ($.isEmptyObject(state.nodes)) return false
_bounds = _boundsTarget
return true
}
// var stepSize = (Math.max(dims.x,dims.y)<MINSIZE) ? .2 : _screenStep
var stepSize = _screenStep
_newBounds = {
bottomright: _bounds.bottomright.add( _boundsTarget.bottomright.subtract(_bounds.bottomright).multiply(stepSize) ),
topleft: _bounds.topleft.add( _boundsTarget.topleft.subtract(_bounds.topleft).multiply(stepSize) )
}
// return true if we're still approaching the target, false if we're close enough
var diff = new Point(_bounds.topleft.subtract(_newBounds.topleft).magnitude(), _bounds.bottomright.subtract(_newBounds.bottomright).magnitude())
if (diff.x*_screenSize.width>1 || diff.y*_screenSize.height>1){
_bounds = _newBounds
return true
}else{
return false
}
},
energy:function(){
return _energy
},
bounds:function(){
// TL -1
// -1 1
// 1 BR
var bottomright = null
var topleft = null
// find the true x/y range of the nodes
$.each(state.nodes, function(id, node){
if (!bottomright){
bottomright = new Point(node._p)
topleft = new Point(node._p)
return
}
var point = node._p
if (point.x===null || point.y===null) return
if (point.x > bottomright.x) bottomright.x = point.x;
if (point.y > bottomright.y) bottomright.y = point.y;
if (point.x < topleft.x) topleft.x = point.x;
if (point.y < topleft.y) topleft.y = point.y;
})
// return the true range then let to/fromScreen handle the padding
if (bottomright && topleft){
return {bottomright: bottomright, topleft: topleft}
}else{
return {topleft: new Point(-1,-1), bottomright: new Point(1,1)};
}
},
// Find the nearest node to a particular position
nearest:function(pos){
if (_screenSize!==null) pos = that.fromScreen(pos)
// if screen size has been specified, presume pos is in screen pixel
// units and convert it back to the particle system coordinates
var min = {node: null, point: null, distance: null};
var t = that;
$.each(state.nodes, function(id, node){
var pt = node._p
if (pt.x===null || pt.y===null) return
var distance = pt.subtract(pos).magnitude();
if (min.distance === null || distance < min.distance){
min = {node: node, point: pt, distance: distance};
if (_screenSize!==null) min.screenPoint = that.toScreen(pt)
}
})
if (min.node){
if (_screenSize!==null) min.distance = that.toScreen(min.node.p).subtract(that.toScreen(pos)).magnitude()
return min
}else{
return null
}
},
_notify:function() {
// pass on graph changes to the physics object in the worker thread
// (using a short timeout to batch changes)
if (_notification===null) _epoch++
else clearTimeout(_notification)
_notification = setTimeout(that._synchronize,20)
// that._synchronize()
},
_synchronize:function(){
if (_changes.length>0){
state.kernel.graphChanged(_changes)
_changes = []
_notification = null
}
},
}
state.kernel = Kernel(that)
state.tween = state.kernel.tween || null
// some magic attrs to make the Node objects phone-home their physics-relevant changes
Node.prototype.__defineGetter__("p", function() {
var self = this
var roboPoint = {}
roboPoint.__defineGetter__('x', function(){ return self._p.x; })
roboPoint.__defineSetter__('x', function(newX){ state.kernel.particleModified(self._id, {x:newX}) })
roboPoint.__defineGetter__('y', function(){ return self._p.y; })
roboPoint.__defineSetter__('y', function(newY){ state.kernel.particleModified(self._id, {y:newY}) })
roboPoint.__proto__ = Point.prototype
return roboPoint
})
Node.prototype.__defineSetter__("p", function(newP) {
this._p.x = newP.x
this._p.y = newP.y
state.kernel.particleModified(this._id, {x:newP.x, y:newP.y})
})
Node.prototype.__defineGetter__("mass", function() { return this._mass; });
Node.prototype.__defineSetter__("mass", function(newM) {
this._mass = newM
state.kernel.particleModified(this._id, {m:newM})
})
Node.prototype.__defineSetter__("tempMass", function(newM) {
state.kernel.particleModified(this._id, {_m:newM})
})
Node.prototype.__defineGetter__("fixed", function() { return this._fixed; });
Node.prototype.__defineSetter__("fixed", function(isFixed) {
this._fixed = isFixed
state.kernel.particleModified(this._id, {f:isFixed?1:0})
})
return that
}