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//
//  main.js
//
//  A project template for using arbor.js
//

(function($){

    var Renderer = function(canvas){
        var canvas = $(canvas).get(0)
        var ctx = canvas.getContext("2d");
        var particleSystem

        var that = {
            init:function(system){
                //
                // the particle system will call the init function once, right before the
                // first frame is to be drawn. it's a good place to set up the canvas and
                // to pass the canvas size to the particle system
                //
                // save a reference to the particle system for use in the .redraw() loop
                particleSystem = system

                // inform the system of the screen dimensions so it can map coords for us.
                // if the canvas is ever resized, screenSize should be called again with
                // the new dimensions
                particleSystem.screenSize(canvas.width, canvas.height)
                particleSystem.screenPadding(50) // leave an extra 80px of whitespace per side

                // set up some event handlers to allow for node-dragging
                that.initMouseHandling()
            },

            redraw:function(){
                //
                // redraw will be called repeatedly during the run whenever the node positions
                // change. the new positions for the nodes can be accessed by looking at the
                // .p attribute of a given node. however the p.x & p.y values are in the coordinates
                // of the particle system rather than the screen. you can either map them to
                // the screen yourself, or use the convenience iterators .eachNode (and .eachEdge)
                // which allow you to step through the actual node objects but also pass an
                // x,y point in the screen's coordinate system
                //
                ctx.fillStyle = "white"
                ctx.fillRect(0,0, canvas.width, canvas.height)

                // JESTEM BOGIEM PRZEKSZTAŁCEŃ 2D :O
                var drawArrow = function(pt1, pt2, length, style) {
                    var angle = Math.atan2(pt2.y - pt1.y, pt2.x - pt1.x);
                    ctx.fillStyle = style;
                    ctx.setLineDash([]);
                    ctx.lineWidth = 1;
                    ctx.beginPath();
                    ctx.moveTo(pt2.x, pt2.y);
                    ctx.lineTo(pt2.x - length * Math.cos(angle - Math.PI/6), pt2.y - length * Math.sin(angle - Math.PI/6));
                    ctx.lineTo(pt2.x - length * (Math.cos(angle + Math.PI/6) + Math.cos(angle - Math.PI/6))/3,
                               pt2.y - length * (Math.sin(angle - Math.PI/6) + Math.sin(angle + Math.PI/6))/3);
                    ctx.lineTo(pt2.x - length * Math.cos(angle + Math.PI/6), pt2.y - length * Math.sin(angle + Math.PI/6));
                    ctx.lineTo(pt2.x, pt2.y);
                    ctx.stroke();
                    ctx.fill();
                }

                particleSystem.eachEdge(function(edge, pt1, pt2){
                    // edge: {source:Node, target:Node, length:#, data:{}}
                    // pt1:  {x:#, y:#}  source position in screen coords
                    // pt2:  {x:#, y:#}  target position in screen coords

                    ctx.strokeStyle = edge.data.style || "rgba(0,0,0, .333)"
                    ctx.lineWidth = edge.data.width || 1
                    ctx.setLineDash(edge.data.dash || [])

                    // draw a line from pt1 to pt2
                    ctx.beginPath()
                    ctx.moveTo(pt1.x, pt1.y)

                    if (edge.data.arrow) {
                        if (edge.target.data.imageObject) {
                            var destination = {};
                            var intersectingSegment = undefined;
                            if (pt1.x != pt2.x) {
                                var lineSlope = (pt1.y - pt2.y) / (pt1.x - pt2.x);
                                var width = edge.target.data.imageObject.width;
                                var height = edge.target.data.imageObject.height;
                                if ((-height / 2  <= lineSlope * width / 2)
                                    && (lineSlope * width / 2 <= height / 2)) {
                                    if (pt1.x > pt2.x) {
                                        intersectingSegment = [
                                            { x: pt2.x + width / 2,
                                              y: pt2.y - height / 2 },
                                            { x: pt2.x + width / 2,
                                              y: pt2.y + height / 2 }
                                        ];
                                    }
                                    else {
                                        intersectingSegment = [
                                            { x: pt2.x - width / 2,
                                              y: pt2.y - height / 2 },
                                            { x: pt2.x - width / 2,
                                              y: pt2.y + height / 2 }
                                        ];
                                    }
                                }
                                if ((-width / 2 <= (height / 2) / lineSlope)
                                    && ((height / 2) / lineSlope <= width / 2)) {
                                    if (pt1.y > pt2.y) {
                                        intersectingSegment = [
                                            { x: pt2.x - width / 2,
                                              y: pt2.y + height / 2 },
                                            { x: pt2.x + width / 2,
                                              y: pt2.y + height / 2 }
                                        ];
                                    }
                                    else {
                                        intersectingSegment = [
                                            { x: pt2.x - width / 2,
                                              y: pt2.y - height / 2 },
                                            { x: pt2.x + width / 2,
                                              y: pt2.y - height / 2 }
                                        ];
                                    }
                                }
                            }
                            else {
                                intersectingSegment = (pt1.y > pt2.y) ? [
                                    { x: pt2.x - width / 2,
                                      y: pt2.y - height / 2 },
                                    { x: pt2.x + width / 2,
                                      y: pt2.y - height / 2 }
                                ] : [
                                    { x: pt2.x - width / 2,
                                      y: pt2.y + height / 2 },
                                    { x: pt2.x + width / 2,
                                      y: pt2.y + height / 2 }
                                ];
                            }
                            if (intersectingSegment) {
                                var intersectAngle = ((intersectingSegment[1].y - intersectingSegment[0].y) * (pt2.x - pt1.x))
                                    - ((intersectingSegment[1].x - intersectingSegment[0].x) * (pt2.y - pt1.y));
                                var aSlope = pt1.y - intersectingSegment[0].y;
                                var bSlope = pt1.x - intersectingSegment[0].x;
                                var numerator1 = ((intersectingSegment[1].x - intersectingSegment[0].x) * aSlope)
                                    - ((intersectingSegment[1].y - intersectingSegment[0].y) * bSlope);
                                var intersectSlope = numerator1 / intersectAngle;
                                destination = { x: pt1.x + (intersectSlope * (pt2.x - pt1.x)),
                                                y: pt1.y + (intersectSlope * (pt2.y - pt1.y)) };
                            }
                        }
                    }

                    if (destination) {
                        pt2 = destination;
                    }
                    ctx.lineTo(pt2.x, pt2.y);
                    ctx.stroke();
                    if (edge.data.arrow) {
                        drawArrow(pt1, pt2, edge.data.arrow, ctx.strokeStyle);
                    }
                })

                var drawImage = function(image, coords) {
                    if (!image.height) {
                        image.height = image.width ? image.width * image.naturalHeight / image.naturalWidth : image.naturalHeight;
                    }
                    if (!image.width) {
                        image.width = image.height ? image.height * image.naturalWidth / image.naturalHeight : image.naturalWidth;
                    }
                    ctx.drawImage(image,
                                  coords.x - image.width / 2,
                                  coords.y - image.height / 2,
                                  image.width,
                                  image.height);
                };


                particleSystem.eachNode(function(node, pt){
                    // node: {mass:#, p:{x,y}, name:"", data:{}}
                    // pt:   {x:#, y:#}  node position in screen coords


                    if (node.data.imageObject) {
                        drawImage(node.data.imageObject, pt);
                    }
                    else {
                        var img = new Image(node.data.width, node.data.height);
                        img.onload = function() {
                            node.data.imageObject = img;
                            drawImage(node.data.imageObject, pt);
                        };
                        img.src = '_img/' + node.data.image;
                    }
                })
            },

            initMouseHandling:function(){
                // no-nonsense drag and drop (thanks springy.js)
                var dragged = null;

                // set up a handler object that will initially listen for mousedowns then
                // for moves and mouseups while dragging
                var handler = {
                    clicked:function(e){
                        var pos = $(canvas).offset();
                        _mouseP = arbor.Point(e.pageX-pos.left, e.pageY-pos.top)
                        dragged = particleSystem.nearest(_mouseP);

                        if (dragged && dragged.node !== null){
                            // while we're dragging, don't let physics move the node
                            dragged.node.fixed = true
                        }

                        $(canvas).bind('mousemove', handler.dragged)
                        $(window).bind('mouseup', handler.dropped)

                        return false
                    },
                    dragged:function(e){
                        var pos = $(canvas).offset();
                        var s = arbor.Point(e.pageX-pos.left, e.pageY-pos.top)

                        if (dragged && dragged.node !== null){
                            var p = particleSystem.fromScreen(s)
                            dragged.node.p = p
                        }

                        return false
                    },

                    dropped:function(e){
                        if (dragged===null || dragged.node===undefined) return
                        if (dragged.node !== null) dragged.node.fixed = false
                        dragged.node.tempMass = 1000
                        dragged = null
                        $(canvas).unbind('mousemove', handler.dragged)
                        $(window).unbind('mouseup', handler.dropped)
                        _mouseP = null
                        return false
                    }
                }

                // start listening
                $(canvas).mousedown(handler.clicked);

            },

        }
        return that
    }

    $(document).ready(function() {
        $.getJSON('graph.json', function(graph) {
            graph.repulsion = graph.repulsion || 1000;
            graph.stiffness = graph.stiffness || 600;
            graph.friction = graph.friction || 0.5;
            var sys = arbor.ParticleSystem(graph.repulsion, graph.stiffness, graph.friction); // create the system with sensible repulsion/stiffness/friction
            sys.parameters({gravity:true}); // use center-gravity to make the graph settle nicely (ymmv)
            sys.renderer = Renderer("#viewport"); // our newly created renderer will have its .init() method called shortly by sys...
            sys.graft(graph);
        });
    })

})(this.jQuery)