Don't draw text nodes that are outside of the screen

This commit is contained in:
Damian Tarnawski
2024-09-04 15:56:22 +02:00
parent 655e4d78b6
commit 2e268c9b7b
3 changed files with 95 additions and 86 deletions

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bun.lockb

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@@ -22,21 +22,22 @@ const COLORS: readonly HSL[] = [
]
/* use a plain object instead of Map for faster lookups */
type ColorMap = { [key: string]: string }
type HSLMap = Map<fg.graph.Node, HSL>
type ColorMap = {[key: string]: string}
type HSLMap = Map<fg.graph.Node, HSL>
const MAX_COLOR_ITERATIONS = 10
/**
* Add a color to a node and all its connected nodes.
*/
const visitColorNode = (
prev: fg.graph.Node,
node: fg.graph.Node,
hsl_map: HSLMap,
add: HSL,
function visitColorNode(
g: fg.graph.Graph,
prev: fg.graph.Node,
node: fg.graph.Node,
hsl_map: HSLMap,
add: HSL,
iteration: number = 1
): void => {
): void {
if (iteration > MAX_COLOR_ITERATIONS) return
const color = hsl_map.get(node)
@@ -50,20 +51,24 @@ const visitColorNode = (
color[2] = (color[2] + add[2] * add_strength) / (1 + add_strength)
}
for (const edge of node.edges) {
const other_node = edge.a === node ? edge.b : edge.a
if (other_node === prev) continue
visitColorNode(node, other_node, hsl_map, add, iteration + 1)
for (let edge of g.edges) {
let b: fg.graph.Node
if (edge.a === node) b = edge.b
else if (edge.b === node) b = edge.a
else continue
if (b !== prev) {
visitColorNode(g, node, b, hsl_map, add, iteration + 1)
}
}
}
function generateColorMap(nodes: readonly fg.graph.Node[]): ColorMap {
function generateColorMap(g: fg.graph.Graph, nodes: readonly fg.graph.Node[]): ColorMap {
const hls_map: HSLMap = new Map()
for (let i = 0; i < nodes.length; i++) {
const node = nodes[i]!
const color = COLORS[i % COLORS.length]!
visitColorNode(node, node, hls_map, color)
visitColorNode(g, node, node, hls_map, color)
}
const color_map: ColorMap = {}
@@ -74,14 +79,15 @@ function generateColorMap(nodes: readonly fg.graph.Node[]): ColorMap {
return color_map
}
function generateNodesFromRawData(raw_data: RawGraphNode[]): [fg.graph.Node[], fg.graph.Edge[]] {
function generateNodesFromRawData(g: fg.graph.Graph, raw_data: RawGraphNode[]): void {
const nodes_map = new Map<string, fg.graph.Node>()
const edges: fg.graph.Edge[] = []
for (const raw of raw_data) {
const node = fg.graph.zeroNode()
const node = fg.graph.make_node()
node.key = raw.name
node.label = raw.prettyName
fg.graph.add_node(g, node)
nodes_map.set(raw.name, node)
}
@@ -90,38 +96,31 @@ function generateNodesFromRawData(raw_data: RawGraphNode[]): [fg.graph.Node[], f
for (const name_b of raw.connectedTopics) {
const node_b = nodes_map.get(name_b)!
const edge = fg.graph.connect(node_a, node_b)
edges.push(edge)
fg.graph.connect(g, node_a, node_b)
}
}
const nodes = Array.from(nodes_map.values())
fg.graph.randomizeNodePositions(nodes, GRAPH_OPTIONS.grid_size)
return [nodes, edges]
fg.graph.spread_positions(g)
}
function filterNodes(
graph: fg.graph.Graph,
nodes: readonly fg.graph.Node[],
edges: readonly fg.graph.Edge[],
s: State,
filter: string
): void {
fg.graph.clear_nodes(s.graph)
if (filter === "") {
graph.nodes = nodes.slice()
graph.edges = edges.slice()
fg.graph.resetGraphGrid(graph.grid, graph.nodes)
return
s.graph.nodes.push(...s.nodes)
s.graph.edges.push(...s.edges)
} else {
// regex matching all letters of the filter (out of order)
const regex = new RegExp(filter.split("").join(".*"), "i")
s.graph.nodes = s.nodes.filter(node => regex.test(node.label))
s.graph.edges = s.edges.filter(edge => regex.test(edge.a.label) && regex.test(edge.b.label))
}
// regex matching all letters of the filter (out of order)
const regex = new RegExp(filter.split("").join(".*"), "i")
graph.nodes = nodes.filter(node => regex.test(node.label))
graph.edges = edges.filter(edge => regex.test(edge.a.label) && regex.test(edge.b.label))
fg.graph.resetGraphGrid(graph.grid, graph.nodes)
fg.graph.add_nodes_to_grid(s.graph, s.nodes)
}
const GRAPH_OPTIONS: fg.graph.Options = {
@@ -150,68 +149,74 @@ const simulateGraph = (
/*
Push nodes away from the center (the title)
*/
let grid_radius = graph.grid.size / 2
let grid_radius = graph.options.grid_size / 2
let origin_x = grid_radius + canvas.translate.x
let origin_y = grid_radius + canvas.translate.y
let vmax = Math.max(vw, vh)
let push_radius =
(Math.min(TITLE_SIZE_PX, vw / 2, vh / 2) / vmax) * (graph.grid.size / canvas.scale) +
(Math.min(TITLE_SIZE_PX, vw / 2, vh / 2) / vmax) * (graph.options.grid_size / canvas.scale) +
80 /* additional margin for when scrolled in */
for (let node of graph.nodes) {
let dist_x = node.position.x - origin_x
let dist_y = (node.position.y - origin_y) * 2
let dist_x = node.pos.x - origin_x
let dist_y = (node.pos.y - origin_y) * 2
let dist = Math.sqrt(dist_x * dist_x + dist_y * dist_y)
if (dist > push_radius) continue
let strength = ease.in_expo((push_radius - dist) / push_radius)
node.velocity.x += strength * (node.position.x - origin_x) * 10 * alpha
node.velocity.y += strength * (node.position.y - origin_y) * 10 * alpha
node.vel.x += strength * (node.pos.x - origin_x) * 10 * alpha
node.vel.y += strength * (node.pos.y - origin_y) * 10 * alpha
}
}
const drawGraph = (canvas: fg.canvas.CanvasState, color_map: ColorMap): void => {
fg.canvas.resetFrame(canvas)
fg.canvas.drawEdges(canvas)
const drawGraph = (c: fg.canvas.CanvasState, color_map: ColorMap): void => {
fg.canvas.resetFrame(c)
fg.canvas.drawEdges(c)
/*
Draw text nodes
*/
let { ctx, graph } = canvas
let { width, height } = canvas.ctx.canvas
let max_size = Math.max(width, height)
let grid_size = c.graph.options.grid_size
let max_size = Math.max(c.ctx.canvas.width, c.ctx.canvas.height)
ctx.textAlign = "center"
ctx.textBaseline = "middle"
let clip_rect = fg.canvas.get_ctx_clip_rect(c.ctx, {x: 100, y: 20})
for (let node of graph.nodes) {
let opacity = 0.6 + ((node.mass - 1) / 50) * 4
c.ctx.textAlign = "center"
c.ctx.textBaseline = "middle"
ctx.font = `${max_size / 200 + (((node.mass - 1) / 5) * (max_size / 100)) / canvas.scale}px sans-serif`
for (let node of c.graph.nodes) {
ctx.fillStyle =
node.anchor || canvas.hovered_node === node
let x = node.pos.x / grid_size * max_size
let y = node.pos.y / grid_size * max_size
if (fg.canvas.in_rect_xy(clip_rect, x, y)) {
let opacity = 0.6 + ((node.mass - 1) / 50) * 4
c.ctx.font = `${max_size / 200 + (((node.mass - 1) / 5) * (max_size / 100)) / c.scale}px sans-serif`
c.ctx.fillStyle = node.anchor || c.hovered_node === node
? `rgba(129, 140, 248, ${opacity})`
: `hsl(${color_map[node.key as string]} / ${opacity})`
ctx.fillText(
node.label,
(node.position.x / graph.grid.size) * max_size,
(node.position.y / graph.grid.size) * max_size
)
c.ctx.fillText(node.label, x, y)
}
}
}
class State {
ctx: CanvasRenderingContext2D | null = null
/* copy of all nodes to filter them */
nodes: fg.graph.Node[] = []
edges: fg.graph.Edge[] = []
graph: fg.graph.Graph = fg.graph.makeGraph(GRAPH_OPTIONS, [], [])
graph: fg.graph.Graph = fg.graph.make_graph(GRAPH_OPTIONS)
gestures: fg.canvas.CanvasGestures | null = null
loop: raf.AnimationLoop | null = null
raf_id: number = 0
bump_end = 0
alpha = 9
frame_iter_limit = raf.frameIterationsLimit()
@@ -227,17 +232,18 @@ function init(
canvas_el: HTMLCanvasElement | null
}
) {
let { canvas_el, raw_nodes } = props
let {canvas_el, raw_nodes} = props
if (canvas_el == null) return
s.ctx = canvas_el.getContext("2d")
if (s.ctx == null) return
;[s.nodes, s.edges] = generateNodesFromRawData(raw_nodes)
let color_map = generateColorMap(s.nodes)
generateNodesFromRawData(s.graph, raw_nodes)
s.nodes = s.graph.nodes.slice()
s.edges = s.graph.edges.slice()
s.graph = fg.graph.makeGraph(GRAPH_OPTIONS, s.nodes.slice(), s.edges.slice())
let color_map = generateColorMap(s.graph, s.nodes)
let canvas_state = fg.canvas.canvasState({
ctx: s.ctx,
@@ -254,43 +260,46 @@ function init(
})
s.ro.observe(canvas_el)
let loop = (s.loop = raf.makeAnimationLoop(time => {
function loop(time: number) {
let is_active = gestures.mode.type === fg.canvas.Mode.DraggingNode
let iterations = raf.calcIterations(s.frame_iter_limit, time)
let iterations = Math.min(2, raf.calcIterations(s.frame_iter_limit, time))
for (let i = Math.min(iterations, 2); i >= 0; i--) {
for (let i = iterations; i >= 0; i--) {
s.alpha = raf.updateAlpha(s.alpha, is_active || time < s.bump_end)
simulateGraph(s.alpha, s.graph, canvas_state, window.innerWidth, window.innerHeight)
}
drawGraph(canvas_state, color_map)
}))
raf.loopStart(loop)
s.raf_id = requestAnimationFrame(loop)
}
s.raf_id = requestAnimationFrame(loop)
let gestures = (s.gestures = fg.canvas.canvasGestures({
canvas: canvas_state,
onGesture: e => {
switch (e.type) {
case fg.canvas.GestureEventType.Translate:
s.bump_end = raf.bump(s.bump_end)
break
case fg.canvas.GestureEventType.NodeClick:
props.onNodeClick(e.node.key as string)
break
case fg.canvas.GestureEventType.NodeDrag:
fg.graph.changeNodePosition(canvas_state.graph.grid, e.node, e.pos.x, e.pos.y)
break
case fg.canvas.GestureEventType.Translate:
s.bump_end = raf.bump(s.bump_end)
break
case fg.canvas.GestureEventType.NodeClick:
props.onNodeClick(e.node.key as string)
break
case fg.canvas.GestureEventType.NodeDrag:
fg.graph.set_position(canvas_state.graph, e.node, e.pos)
break
}
}
}))
}
function updateQuery(s: State, filter_query: string) {
s.schedule_filter.trigger(s.graph, s.nodes, s.edges, filter_query)
s.schedule_filter.trigger(s, filter_query)
s.bump_end = raf.bump(s.bump_end)
}
function cleanup(s: State) {
s.loop && raf.loopClear(s.loop)
cancelAnimationFrame(s.raf_id)
s.gestures && fg.canvas.cleanupCanvasGestures(s.gestures)
s.schedule_filter.clear()
s.ro.disconnect()

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@@ -13,7 +13,7 @@
"@dnd-kit/core": "^6.1.0",
"@dnd-kit/sortable": "^8.0.0",
"@hookform/resolvers": "^3.9.0",
"@nothing-but/force-graph": "^0.7.3",
"@nothing-but/force-graph": "^0.8.2",
"@omit/react-confirm-dialog": "^1.1.5",
"@omit/react-fancy-switch": "^0.1.1",
"@radix-ui/react-avatar": "^1.1.0",